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/cvs/deliantra/server/server/apply.C
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Comparing deliantra/server/server/apply.C (file contents):
Revision 1.14 by root, Tue Aug 29 08:01:37 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 1.14 2006/08/29 08:01:37 root 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
43 39
44/** 40/**
45 * 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.
46 * 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.
47 */ 43 */
44int
48int should_director_abort(object *op, object *victim) 45should_director_abort (object *op, object *victim)
49{ 46{
50 int arch_flag, name_flag, race_flag; 47 int arch_flag, name_flag, race_flag;
48
51 /* 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.
52 * 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,
53 * 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,
54 * 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
55 * it. Examples: 53 * it. Examples:
56 * subtype 1: only arch 54 * subtype 1: only arch
57 * subtype 3: arch or name 55 * subtype 3: arch or name
58 * subtype 5: arch or race 56 * subtype 5: arch or race
59 * subtype 7: all three 57 * subtype 7: all three
60 */ 58 */
61 if (op->subtype) 59 if (op->subtype)
62 { 60 {
63 arch_flag = (op->subtype & 1); 61 arch_flag = (op->subtype & 1);
64 name_flag = (op->subtype & 2); 62 name_flag = (op->subtype & 2);
65 race_flag = (op->subtype & 4); 63 race_flag = (op->subtype & 4);
66 } else { 64 }
65 else
66 {
67 arch_flag = 1; 67 arch_flag = 1;
68 name_flag = 1; 68 name_flag = 1;
69 race_flag = 1; 69 race_flag = 1;
70 } 70 }
71 /* 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,
72 * name or race that matches. 72 * name or race that matches.
73 */ 73 */
74 if ( (op->race) && 74 if ((op->race) &&
75 ((!(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))) &&
76 ((!(victim->name && name_flag) || strcmp(op->race, victim->name))) && 76 ((!(victim->name && name_flag) || strcmp (op->race, victim->name))) &&
77 ((!(victim->race && race_flag) || strcmp(op->race, victim->race))) ) { 77 ((!(victim->race && race_flag) || strcmp (op->race, victim->race))))
78 {
78 return 1; 79 return 1;
79 } 80 }
80 /* If the director has slaying set, only affect objects where none 81 /* If the director has slaying set, only affect objects where none
81 * of arch, name, or race match. 82 * of arch, name, or race match.
82 */ 83 */
83 if ( (op->slaying) && (
84 ((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))) ||
85 ((victim->name && name_flag && !strcmp(op->slaying, victim->name))) || 85 ((victim->name && name_flag && !strcmp (op->slaying, victim->name))) ||
86 ((victim->race && race_flag && !strcmp(op->slaying, victim->race)))) ) { 86 ((victim->race && race_flag && !strcmp (op->slaying, victim->race)))))
87 {
87 return 1; 88 return 1;
88 } 89 }
89 return 0; 90 return 0;
90} 91}
91 92
92/** 93/**
93 * 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.
94 * 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.
95 * Return value: 1 if money was destroyed, 0 if not. 96 * Return value: 1 if money was destroyed, 0 if not.
96 */ 97 */
98static int
97static int apply_id_altar (object *money, object *altar, object *pl) 99apply_id_altar (object *money, object *altar, object *pl)
98{ 100{
99 object *id, *marked; 101 object *id, *marked;
100 int success=0; 102 int success = 0;
101 103
102 if (pl == NULL || pl->type != PLAYER) 104 if (pl == NULL || pl->type != PLAYER)
103 return 0; 105 return 0;
104 106
105 /* 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
106 * identifying' from being printed out more than it needs to be. 108 * identifying' from being printed out more than it needs to be.
107 */ 109 */
108 if ( ! check_altar_sacrifice (altar, money) || money->type != MONEY) 110 if (!check_altar_sacrifice (altar, money) || money->type != MONEY)
109 return 0; 111 return 0;
110 112
111 marked = find_marked_object (pl); 113 marked = find_marked_object (pl);
112 /* 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
113 * identified. IF it doesn't, then go through the player inventory. 115 * identified. IF it doesn't, then go through the player inventory.
114 */ 116 */
115 if (marked && ! QUERY_FLAG (marked, FLAG_IDENTIFIED) 117 if (marked && !QUERY_FLAG (marked, FLAG_IDENTIFIED) && need_identify (marked))
116 && need_identify (marked))
117 { 118 {
118 if (operate_altar (altar, &money)) { 119 if (operate_altar (altar, &money))
120 {
119 identify (marked); 121 identify (marked);
120 new_draw_info_format(NDI_UNIQUE, 0, pl, 122 new_draw_info_format (NDI_UNIQUE, 0, pl, "You have %s.", long_desc (marked, pl));
121 "You have %s.", long_desc(marked, pl));
122 if (marked->msg) { 123 if (marked->msg)
124 {
123 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:");
124 new_draw_info(NDI_UNIQUE, 0,pl, marked->msg); 126 new_draw_info (NDI_UNIQUE, 0, pl, marked->msg);
125 } 127 }
126 return money == NULL; 128 return money == NULL;
127 } 129 }
128 } 130 }
129 131
130 for (id=pl->inv; id; id=id->below) { 132 for (id = pl->inv; id; id = id->below)
133 {
131 if (!QUERY_FLAG(id, FLAG_IDENTIFIED) && !id->invisible && 134 if (!QUERY_FLAG (id, FLAG_IDENTIFIED) && !id->invisible && need_identify (id))
132 need_identify(id)) { 135 {
133 if (operate_altar(altar,&money)) { 136 if (operate_altar (altar, &money))
137 {
134 identify(id); 138 identify (id);
135 new_draw_info_format(NDI_UNIQUE, 0, pl, 139 new_draw_info_format (NDI_UNIQUE, 0, pl, "You have %s.", long_desc (id, pl));
136 "You have %s.", long_desc(id, pl));
137 if (id->msg) { 140 if (id->msg)
141 {
138 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:");
139 new_draw_info(NDI_UNIQUE, 0,pl, id->msg); 143 new_draw_info (NDI_UNIQUE, 0, pl, id->msg);
140 }
141 success=1;
142 /* If no more money, might as well quit now */
143 if (money == NULL || ! check_altar_sacrifice (altar,money))
144 break;
145 } 144 }
145 success = 1;
146 /* If no more money, might as well quit now */
147 if (money == NULL || !check_altar_sacrifice (altar, money))
148 break;
149 }
146 else { 150 else
151 {
147 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");
148 break; 153 break;
149 } 154 }
150 } 155 }
151 } 156 }
157 if (!success)
152 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");
153 return money == NULL; 159 return money == NULL;
154} 160}
155 161
156/** 162/**
157 * 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
158 * matching item. 164 * matching item.
159 **/ 165 **/
166static void
160static void handle_apply_yield(object* tmp) 167handle_apply_yield (object *tmp)
161{ 168{
162 const char* yield; 169 const char *yield;
163 170
164 yield = get_ob_key_value(tmp,"on_use_yield"); 171 yield = get_ob_key_value (tmp, "on_use_yield");
165 if (yield != NULL) 172 if (yield != NULL)
166 { 173 {
167 object* drop = get_archetype(yield); 174 object *drop = get_archetype (yield);
175
168 if (tmp->env) 176 if (tmp->env)
169 { 177 {
170 drop = insert_ob_in_ob(drop,tmp->env); 178 drop = insert_ob_in_ob (drop, tmp->env);
171 if (tmp->env->type == PLAYER) 179 if (tmp->env->type == PLAYER)
172 esrv_send_item(tmp->env,drop); 180 esrv_send_item (tmp->env, drop);
173 } 181 }
174 else 182 else
175 { 183 {
176 drop->x = tmp->x; 184 drop->x = tmp->x;
177 drop->y = tmp->y; 185 drop->y = tmp->y;
178 insert_ob_in_map(drop,tmp->map,tmp,INS_BELOW_ORIGINATOR); 186 insert_ob_in_map (drop, tmp->map, tmp, INS_BELOW_ORIGINATOR);
179 } 187 }
180 } 188 }
181} 189}
182 190
183/** 191/**
184 * Handles applying a potion. 192 * Handles applying a potion.
185 */ 193 */
194int
186int apply_potion (object * op, object * tmp) 195apply_potion (object *op, object *tmp)
187{ 196{
188 int got_one = 0, i; 197 int got_one = 0, i;
189 object *force = 0, *floor = 0; 198 object *force = 0, *floor = 0;
190 199
191 floor = get_map_ob (op->map, op->x, op->y); 200 floor = get_map_ob (op->map, op->x, op->y);
192 201
193 if (get_map_flags(op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE) 202 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE)
194 { 203 {
195 if (op->type == PLAYER) 204 if (op->type == PLAYER)
196 new_draw_info (NDI_UNIQUE, 0, op,
197 "Gods prevent you from using this here, it's sacred ground!" 205 new_draw_info (NDI_UNIQUE, 0, op, "Gods prevent you from using this here, it's sacred ground!");
198 );
199 CLEAR_FLAG (tmp, FLAG_APPLIED); 206 CLEAR_FLAG (tmp, FLAG_APPLIED);
200 return 0; 207 return 0;
201 } 208 }
202 209
203 if (op->type == PLAYER) 210 if (op->type == PLAYER)
219 drain_stat (op); 226 drain_stat (op);
220 fix_player (op); 227 fix_player (op);
221 decrease_ob (tmp); 228 decrease_ob (tmp);
222 return 1; 229 return 1;
223 } 230 }
224 if ((at = find_archetype (ARCH_DEPLETION)) == NULL) 231 if ((at = archetype::find (ARCH_DEPLETION)) == NULL)
225 { 232 {
226 LOG (llevError, "Could not find archetype depletion\n"); 233 LOG (llevError, "Could not find archetype depletion\n");
227 return 0; 234 return 0;
228 } 235 }
229 depl = present_arch_in_ob (at, op); 236 depl = present_arch_in_ob (at, op);
294 if (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED)) 301 if (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED))
295 { 302 {
296 if (got_one) 303 if (got_one)
297 { 304 {
298 fix_player (op); 305 fix_player (op);
299 new_draw_info (NDI_UNIQUE, 0, op, 306 new_draw_info (NDI_UNIQUE, 0, op, "The Gods smile upon you and remake you");
300 "The Gods smile upon you and remake you"); 307 new_draw_info (NDI_UNIQUE, 0, op, "a little more in their image.");
301 new_draw_info (NDI_UNIQUE, 0, op, 308 new_draw_info (NDI_UNIQUE, 0, op, "You feel a little more perfect.");
302 "a little more in their image.");
303 new_draw_info (NDI_UNIQUE, 0, op,
304 "You feel a little more perfect.");
305 } 309 }
306 else 310 else
307 new_draw_info (NDI_UNIQUE, 0, op, 311 new_draw_info (NDI_UNIQUE, 0, op, "The potion had no effect - you are already perfect");
308 "The potion had no effect - you are already perfect");
309 } 312 }
310 else 313 else
311 { /* cursed potion */ 314 { /* cursed potion */
312 if (got_one) 315 if (got_one)
313 { 316 {
314 fix_player (op); 317 fix_player (op);
315 new_draw_info (NDI_UNIQUE, 0, op, 318 new_draw_info (NDI_UNIQUE, 0, op, "The Gods are angry and punish you.");
316 "The Gods are angry and punish you.");
317 } 319 }
318 else 320 else
319 new_draw_info (NDI_UNIQUE, 0, op, 321 new_draw_info (NDI_UNIQUE, 0, op, "You are fortunate that you are so pathetic.");
320 "You are fortunate that you are so pathetic.");
321 } 322 }
322 decrease_ob (tmp); 323 decrease_ob (tmp);
323 return 1; 324 return 1;
324 } 325 }
325 326
336 object *fball; 337 object *fball;
337 338
338 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!");
339 /* Explodes a fireball centered at player */ 340 /* Explodes a fireball centered at player */
340 fball = get_archetype (EXPLODING_FIREBALL); 341 fball = get_archetype (EXPLODING_FIREBALL);
341 fball->dam_modifier =
342 random_roll (1, op->level, op, PREFER_LOW) / 5 + 1; 342 fball->dam_modifier = random_roll (1, op->level, op, PREFER_LOW) / 5 + 1;
343 fball->stats.maxhp =
344 random_roll (1, op->level, op, PREFER_LOW) / 10 + 2; 343 fball->stats.maxhp = random_roll (1, op->level, op, PREFER_LOW) / 10 + 2;
345 fball->x = op->x; 344 fball->x = op->x;
346 fball->y = op->y; 345 fball->y = op->y;
347 insert_ob_in_map (fball, op->map, NULL, 0); 346 insert_ob_in_map (fball, op->map, NULL, 0);
348 } 347 }
349 else 348 else
390 } 389 }
391 390
392 /* Only thing left are the stat potions */ 391 /* Only thing left are the stat potions */
393 if (op->type == PLAYER) 392 if (op->type == PLAYER)
394 { /* only for players */ 393 { /* only for players */
395 if ((QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 394 if ((QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) && tmp->value != 0)
396 && tmp->value != 0)
397 CLEAR_FLAG (tmp, FLAG_APPLIED); 395 CLEAR_FLAG (tmp, FLAG_APPLIED);
398 else 396 else
399 SET_FLAG (tmp, FLAG_APPLIED); 397 SET_FLAG (tmp, FLAG_APPLIED);
400 if (!change_abil (op, tmp)) 398 if (!change_abil (op, tmp))
401 new_draw_info (NDI_UNIQUE, 0, op, "Nothing happened."); 399 new_draw_info (NDI_UNIQUE, 0, op, "Nothing happened.");
417 ****************************************************************************/ 415 ****************************************************************************/
418 416
419/** 417/**
420 * This returns the sum of nrof of item (arch name). 418 * This returns the sum of nrof of item (arch name).
421 */ 419 */
420static int
422static int check_item(object *op, const char *item) 421check_item (object *op, const char *item)
423{ 422{
424 int count=0; 423 int count = 0;
425 424
426 425
427 if (item==NULL) return 0; 426 if (item == NULL)
427 return 0;
428 op=op->below; 428 op = op->below;
429 while(op!=NULL) { 429 while (op != NULL)
430 {
430 if (strcmp(op->arch->name,item)==0){ 431 if (strcmp (op->arch->name, item) == 0)
432 {
431 if (!QUERY_FLAG (op, FLAG_CURSED) && !QUERY_FLAG (op, FLAG_DAMNED) 433 if (!QUERY_FLAG (op, FLAG_CURSED) && !QUERY_FLAG (op, FLAG_DAMNED)
432 /* Loophole bug? -FD- */ && !QUERY_FLAG (op, FLAG_UNPAID) ) 434 /* Loophole bug? -FD- */ && !QUERY_FLAG (op, FLAG_UNPAID))
433 { 435 {
434 if (op->nrof == 0)/* this is necessary for artifact sacrifices --FD-- */ 436 if (op->nrof == 0) /* this is necessary for artifact sacrifices --FD-- */
435 count++; 437 count++;
436 else 438 else
437 count += op->nrof; 439 count += op->nrof;
438 } 440 }
439 } 441 }
440 op=op->below; 442 op = op->below;
441 } 443 }
442 return count; 444 return count;
443} 445}
444 446
445/** 447/**
446 * This removes 'nrof' of what item->slaying says to remove. 448 * This removes 'nrof' of what item->slaying says to remove.
447 * op is typically the player, which is only 449 * op is typically the player, which is only
448 * really used to determine what space to look at. 450 * really used to determine what space to look at.
449 * Modified to only eat 'nrof' of objects. 451 * Modified to only eat 'nrof' of objects.
450 */ 452 */
453static void
451static void eat_item(object *op,const char *item, uint32 nrof) 454eat_item (object *op, const char *item, uint32 nrof)
452{ 455{
453 object *prev; 456 object *prev;
454 457
455 prev = op; 458 prev = op;
456 op=op->below; 459 op = op->below;
457 460
458 while(op!=NULL) { 461 while (op != NULL)
462 {
459 if (strcmp(op->arch->name,item)==0) { 463 if (strcmp (op->arch->name, item) == 0)
464 {
460 if (op->nrof >= nrof) { 465 if (op->nrof >= nrof)
466 {
461 decrease_ob_nr(op,nrof); 467 decrease_ob_nr (op, nrof);
462 return; 468 return;
463 } else {
464 decrease_ob_nr(op,op->nrof);
465 nrof -= op->nrof;
466 } 469 }
470 else
471 {
472 decrease_ob_nr (op, op->nrof);
473 nrof -= op->nrof;
474 }
467 op=prev; 475 op = prev;
468 } 476 }
469 prev = op; 477 prev = op;
470 op=op->below; 478 op = op->below;
471 } 479 }
472} 480}
473 481
474/** 482/**
475 * This checks to see of the player (who) is sufficient level to use a weapon 483 * This checks to see of the player (who) is sufficient level to use a weapon
476 * with improvs improvements (typically last_eat). We take an int here 484 * with improvs improvements (typically last_eat). We take an int here
477 * instead of the object so that the improvement code can pass along the 485 * instead of the object so that the improvement code can pass along the
478 * increased value to see if the object is usuable. 486 * increased value to see if the object is usuable.
479 * we return 1 (true) if the player can use the weapon. 487 * we return 1 (true) if the player can use the weapon.
480 */ 488 */
489static int
481static int check_weapon_power(const object *who, int improvs) 490check_weapon_power (const object *who, int improvs)
482{ 491{
492
483/* Old code is below (commented out). Basically, since weapons are the only 493/* Old code is below (commented out). Basically, since weapons are the only
484 * object players really have any control to improve, it's a bit harsh to 494 * object players really have any control to improve, it's a bit harsh to
485 * require high level in some combat skill, so we just use overall level. 495 * require high level in some combat skill, so we just use overall level.
486 */ 496 */
487#if 1 497#if 1
488 if (((who->level/5)+5) >= improvs) return 1; 498 if (((who->level / 5) + 5) >= improvs)
499 return 1;
500 else
489 else return 0; 501 return 0;
490 502
491#else 503#else
492 int level=0; 504 int level = 0;
493 505
494 /* The skill system hands out wc and dam bonuses to fighters 506 /* The skill system hands out wc and dam bonuses to fighters
495 * more generously than the old system (see fix_player). Thus 507 * more generously than the old system (see fix_player). Thus
496 * we need to curtail the power of player enchanted weapons. 508 * we need to curtail the power of player enchanted weapons.
497 * I changed this to 1 improvement per "fighter" level/5 -b.t. 509 * I changed this to 1 improvement per "fighter" level/5 -b.t.
498 * Note: Nothing should break by allowing this ratio to be different or 510 * Note: Nothing should break by allowing this ratio to be different or
499 * using normal level - it is just a matter of play balance. 511 * using normal level - it is just a matter of play balance.
500 */ 512 */
501 if(who->type==PLAYER) { 513 if (who->type == PLAYER)
514 {
502 object *wc_obj=NULL; 515 object *wc_obj = NULL;
503 516
504 for(wc_obj=who->inv;wc_obj;wc_obj=wc_obj->below) 517 for (wc_obj = who->inv; wc_obj; wc_obj = wc_obj->below)
505 if (wc_obj->type == SKILL && IS_COMBAT_SKILL(wc_obj->subtype) && wc_obj->level > level) 518 if (wc_obj->type == SKILL && IS_COMBAT_SKILL (wc_obj->subtype) && wc_obj->level > level)
506 level = wc_obj->level; 519 level = wc_obj->level;
507 520
508 if (!level ) { 521 if (!level)
522 {
509 LOG(llevError,"Error: Player: %s lacks wc experience object\n",who->name); 523 LOG (llevError, "Error: Player: %s lacks wc experience object\n", who->name);
510 level = who->level; 524 level = who->level;
511 } 525 }
512 } 526 }
513 else 527 else
514 level=who->level; 528 level = who->level;
515 529
516 return (improvs <= ((level/5)+5)); 530 return (improvs <= ((level / 5) + 5));
517#endif 531#endif
518} 532}
519 533
520/** 534/**
521 * Returns how many items of type improver->slaying there are under op. 535 * Returns how many items of type improver->slaying there are under op.
522 * Will display a message if none found, and 1 if improver->slaying is NULL. 536 * Will display a message if none found, and 1 if improver->slaying is NULL.
523 */ 537 */
538static int
524static int check_sacrifice(object *op, const object *improver) 539check_sacrifice (object *op, const object *improver)
525{ 540{
526 int count=0; 541 int count = 0;
527 542
528 if (improver->slaying!=NULL) { 543 if (improver->slaying != NULL)
544 {
529 count = check_item(op,improver->slaying); 545 count = check_item (op, improver->slaying);
530 if (count<1) { 546 if (count < 1)
547 {
531 char buf[200]; 548 char buf[200];
549
532 sprintf(buf,"The gods want more %ss",improver->slaying); 550 sprintf (buf, "The gods want more %ss", &improver->slaying);
533 new_draw_info(NDI_UNIQUE,0,op,buf); 551 new_draw_info (NDI_UNIQUE, 0, op, buf);
534 return 0; 552 return 0;
535 } 553 }
536 } 554 }
537 else 555 else
538 count=1; 556 count = 1;
539 557
540 return count; 558 return count;
541} 559}
542 560
543/** 561/**
544 * Actually improves the weapon, and tells user. 562 * Actually improves the weapon, and tells user.
545 */ 563 */
546int improve_weapon_stat(object *op,object *improver,object *weapon, 564int
547 signed char *stat,int sacrifice_count,const char *statname) 565improve_weapon_stat (object *op, object *improver, object *weapon, signed char *stat, int sacrifice_count, const char *statname)
548{ 566{
549 567
550 new_draw_info(NDI_UNIQUE,0,op,"Your sacrifice was accepted."); 568 new_draw_info (NDI_UNIQUE, 0, op, "Your sacrifice was accepted.");
551 *stat += sacrifice_count; 569 *stat += sacrifice_count;
552 weapon->last_eat++; 570 weapon->last_eat++;
553 new_draw_info_format(NDI_UNIQUE,0,op, 571 new_draw_info_format (NDI_UNIQUE, 0, op, "Weapon's bonus to %s improved by %d", statname, sacrifice_count);
554 "Weapon's bonus to %s improved by %d",statname,sacrifice_count);
555 decrease_ob(improver); 572 decrease_ob (improver);
556 573
557 /* So it updates the players stats and the window */ 574 /* So it updates the players stats and the window */
558 fix_player(op); 575 fix_player (op);
559 return 1; 576 return 1;
560} 577}
561 578
562/* Types of improvements, hidden in the sp field. */ 579/* Types of improvements, hidden in the sp field. */
563#define IMPROVE_PREPARE 1 580#define IMPROVE_PREPARE 1
576/** 593/**
577 * This does the prepare weapon scroll. 594 * This does the prepare weapon scroll.
578 * Checks for sacrifice, and so on. 595 * Checks for sacrifice, and so on.
579 */ 596 */
580 597
598int
581int prepare_weapon(object *op, object *improver, object *weapon) 599prepare_weapon (object *op, object *improver, object *weapon)
582{ 600{
583 int sacrifice_count,i; 601 int sacrifice_count, i;
584 char buf[MAX_BUF]; 602 char buf[MAX_BUF];
585 603
586 if (weapon->level!=0) { 604 if (weapon->level != 0)
605 {
587 new_draw_info(NDI_UNIQUE,0,op,"Weapon already prepared."); 606 new_draw_info (NDI_UNIQUE, 0, op, "Weapon already prepared.");
588 return 0; 607 return 0;
589 } 608 }
590 for (i=0; i<NROFATTACKS; i++) 609 for (i = 0; i < NROFATTACKS; i++)
591 if (weapon->resist[i]) break; 610 if (weapon->resist[i])
611 break;
592 612
593 /* If we break out, i will be less than nrofattacks, preventing 613 /* If we break out, i will be less than nrofattacks, preventing
594 * improvement of items that already have protections. 614 * improvement of items that already have protections.
595 */ 615 */
596 if (i<NROFATTACKS || 616 if (i < NROFATTACKS || weapon->stats.hp || /* regeneration */
597 weapon->stats.hp || /* regeneration */
598 (weapon->stats.sp && weapon->type == WEAPON) || /* sp regeneration */ 617 (weapon->stats.sp && weapon->type == WEAPON) || /* sp regeneration */
599 weapon->stats.exp || /* speed */ 618 weapon->stats.exp || /* speed */
600 weapon->stats.ac) /* AC - only taifu's I think */ 619 weapon->stats.ac) /* AC - only taifu's I think */
601 { 620 {
602 new_draw_info(NDI_UNIQUE,0,op,"Cannot prepare magic weapons."); 621 new_draw_info (NDI_UNIQUE, 0, op, "Cannot prepare magic weapons.");
603 return 0; 622 return 0;
604 } 623 }
605 sacrifice_count=check_sacrifice(op,improver); 624 sacrifice_count = check_sacrifice (op, improver);
606 if (sacrifice_count<=0) 625 if (sacrifice_count <= 0)
607 return 0; 626 return 0;
608 weapon->level=isqrt(sacrifice_count); 627 weapon->level = isqrt (sacrifice_count);
609 new_draw_info(NDI_UNIQUE,0,op,"Your sacrifice was accepted."); 628 new_draw_info (NDI_UNIQUE, 0, op, "Your sacrifice was accepted.");
610 eat_item(op, improver->slaying, sacrifice_count); 629 eat_item (op, improver->slaying, sacrifice_count);
611 630
612 new_draw_info_format(NDI_UNIQUE, 0, op,"Your *%s may be improved %d times.", 631 new_draw_info_format (NDI_UNIQUE, 0, op, "Your *%s may be improved %d times.", &weapon->name, weapon->level);
613 weapon->name,weapon->level);
614 632
615 sprintf(buf,"%s's %s",op->name,weapon->name); 633 sprintf (buf, "%s's %s", &op->name, &weapon->name);
616 FREE_AND_COPY(weapon->name, buf); 634 weapon->name = weapon->name_pl = buf;
617 FREE_AND_COPY(weapon->name_pl, buf);
618 weapon->nrof=0; /* prevents preparing n weapons in the same 635 weapon->nrof = 0; /* prevents preparing n weapons in the same
619 slot at once! */ 636 slot at once! */
620 decrease_ob(improver); 637 decrease_ob (improver);
621 weapon->last_eat=0; 638 weapon->last_eat = 0;
622 return 1; 639 return 1;
623} 640}
624 641
625 642
626/** 643/**
627 * Does the dirty job for 'improve weapon' scroll, prepare or add something. 644 * Does the dirty job for 'improve weapon' scroll, prepare or add something.
632 * 649 *
633 * We are hiding extra information about the weapon in the level and 650 * We are hiding extra information about the weapon in the level and
634 * last_eat numbers for an object. Hopefully this won't break anything ?? 651 * last_eat numbers for an object. Hopefully this won't break anything ??
635 * level == max improve last_eat == current improve 652 * level == max improve last_eat == current improve
636 */ 653 */
654int
637int improve_weapon(object *op,object *improver,object *weapon) 655improve_weapon (object *op, object *improver, object *weapon)
638{ 656{
639 int sacrifice_count, sacrifice_needed=0; 657 int sacrifice_count, sacrifice_needed = 0;
640 658
641 if(improver->stats.sp==IMPROVE_PREPARE) { 659 if (improver->stats.sp == IMPROVE_PREPARE)
660 {
642 return prepare_weapon(op, improver, weapon); 661 return prepare_weapon (op, improver, weapon);
643 } 662 }
644 if (weapon->level==0) { 663 if (weapon->level == 0)
664 {
645 new_draw_info(NDI_UNIQUE, 0,op,"This weapon has not been prepared."); 665 new_draw_info (NDI_UNIQUE, 0, op, "This weapon has not been prepared.");
646 return 0; 666 return 0;
647 } 667 }
648 if (weapon->level==weapon->last_eat && weapon->item_power >=100) { 668 if (weapon->level == weapon->last_eat && weapon->item_power >= 100)
669 {
649 new_draw_info(NDI_UNIQUE, 0,op,"This weapon cannot be improved any more."); 670 new_draw_info (NDI_UNIQUE, 0, op, "This weapon cannot be improved any more.");
650 return 0; 671 return 0;
651 } 672 }
652 if (QUERY_FLAG(weapon, FLAG_APPLIED) && 673 if (QUERY_FLAG (weapon, FLAG_APPLIED) && !check_weapon_power (op, weapon->last_eat + 1))
653 !check_weapon_power(op, weapon->last_eat+1)) { 674 {
654 new_draw_info(NDI_UNIQUE, 0,op,"Improving the weapon will make it too"); 675 new_draw_info (NDI_UNIQUE, 0, op, "Improving the weapon will make it too");
655 new_draw_info(NDI_UNIQUE, 0,op,"powerful for you to use. Unready it if you"); 676 new_draw_info (NDI_UNIQUE, 0, op, "powerful for you to use. Unready it if you");
656 new_draw_info(NDI_UNIQUE, 0,op,"really want to improve it."); 677 new_draw_info (NDI_UNIQUE, 0, op, "really want to improve it.");
657 return 0; 678 return 0;
658 } 679 }
659 /* This just increases damage by 5 points, no matter what. No sacrifice 680 /* This just increases damage by 5 points, no matter what. No sacrifice
660 * is needed. Since stats.dam is now a 16 bit value and not 8 bit, 681 * is needed. Since stats.dam is now a 16 bit value and not 8 bit,
661 * don't put any maximum value on damage - the limit is how much the 682 * don't put any maximum value on damage - the limit is how much the
662 * weapon can be improved. 683 * weapon can be improved.
663 */ 684 */
664 if (improver->stats.sp==IMPROVE_DAMAGE) { 685 if (improver->stats.sp == IMPROVE_DAMAGE)
686 {
665 weapon->stats.dam += 5; 687 weapon->stats.dam += 5;
666 weapon->weight += 5000; /* 5 KG's */ 688 weapon->weight += 5000; /* 5 KG's */
667 new_draw_info_format(NDI_UNIQUE, 0, op, 689 new_draw_info_format (NDI_UNIQUE, 0, op, "Damage has been increased by 5 to %d", weapon->stats.dam);
668 "Damage has been increased by 5 to %d", weapon->stats.dam);
669 weapon->last_eat++; 690 weapon->last_eat++;
670 691
671 weapon->item_power++; 692 weapon->item_power++;
672 decrease_ob(improver); 693 decrease_ob (improver);
673 return 1; 694 return 1;
674 } 695 }
675 if (improver->stats.sp == IMPROVE_WEIGHT) { 696 if (improver->stats.sp == IMPROVE_WEIGHT)
697 {
676 /* Reduce weight by 20% */ 698 /* Reduce weight by 20% */
677 weapon->weight = (weapon->weight * 8)/10; 699 weapon->weight = (weapon->weight * 8) / 10;
678 if (weapon->weight < 1) weapon->weight = 1; 700 if (weapon->weight < 1)
679 new_draw_info_format(NDI_UNIQUE, 0, op, 701 weapon->weight = 1;
680 "Weapon weight reduced to %6.1f kg", 702 new_draw_info_format (NDI_UNIQUE, 0, op, "Weapon weight reduced to %6.1f kg", (float) weapon->weight / 1000.0);
681 (float)weapon->weight/1000.0);
682 weapon->last_eat++; 703 weapon->last_eat++;
683 weapon->item_power++; 704 weapon->item_power++;
684 decrease_ob(improver); 705 decrease_ob (improver);
685 return 1; 706 return 1;
686 } 707 }
687 if (improver->stats.sp == IMPROVE_ENCHANT) { 708 if (improver->stats.sp == IMPROVE_ENCHANT)
709 {
688 weapon->magic++; 710 weapon->magic++;
689 weapon->last_eat++; 711 weapon->last_eat++;
690 new_draw_info_format(NDI_UNIQUE, 0, op 712 new_draw_info_format (NDI_UNIQUE, 0, op, "Weapon magic increased to %d", weapon->magic);
691 ,"Weapon magic increased to %d",weapon->magic);
692 decrease_ob(improver); 713 decrease_ob (improver);
693 weapon->item_power++; 714 weapon->item_power++;
694 return 1; 715 return 1;
695 } 716 }
696 717
697 sacrifice_needed = weapon->stats.Str + weapon->stats.Int + weapon->stats.Dex+ 718 sacrifice_needed = weapon->stats.Str + weapon->stats.Int + weapon->stats.Dex +
698 weapon->stats.Pow + weapon->stats.Con + weapon->stats.Cha + 719 weapon->stats.Pow + weapon->stats.Con + weapon->stats.Cha + weapon->stats.Wis;
699 weapon->stats.Wis;
700 720
701 if (sacrifice_needed<1) 721 if (sacrifice_needed < 1)
702 sacrifice_needed =1; 722 sacrifice_needed = 1;
703 sacrifice_needed *=2; 723 sacrifice_needed *= 2;
704 724
705 sacrifice_count = check_sacrifice(op,improver); 725 sacrifice_count = check_sacrifice (op, improver);
706 if (sacrifice_count < sacrifice_needed) { 726 if (sacrifice_count < sacrifice_needed)
707 new_draw_info_format(NDI_UNIQUE, 0, op, 727 {
708 "You need at least %d %s", sacrifice_needed, improver->slaying); 728 new_draw_info_format (NDI_UNIQUE, 0, op, "You need at least %d %s", sacrifice_needed, &improver->slaying);
709 return 0; 729 return 0;
710 } 730 }
711 eat_item(op,improver->slaying, sacrifice_needed); 731 eat_item (op, improver->slaying, sacrifice_needed);
712 weapon->item_power++; 732 weapon->item_power++;
713 733
714 switch (improver->stats.sp) { 734 switch (improver->stats.sp)
735 {
715 case IMPROVE_STR: 736 case IMPROVE_STR:
716 return improve_weapon_stat(op,improver,weapon, 737 return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Str), 1, "strength");
717 (signed char *) &(weapon->stats.Str),
718 1, "strength");
719 case IMPROVE_DEX: 738 case IMPROVE_DEX:
720 return improve_weapon_stat(op,improver,weapon, 739 return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Dex), 1, "dexterity");
721 (signed char *) &(weapon->stats.Dex),
722 1, "dexterity");
723 case IMPROVE_CON: 740 case IMPROVE_CON:
724 return improve_weapon_stat(op,improver,weapon, 741 return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Con), 1, "constitution");
725 (signed char *) &(weapon->stats.Con),
726 1, "constitution");
727 case IMPROVE_WIS: 742 case IMPROVE_WIS:
728 return improve_weapon_stat(op,improver,weapon, 743 return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Wis), 1, "wisdom");
729 (signed char *) &(weapon->stats.Wis),
730 1, "wisdom");
731 case IMPROVE_CHA: 744 case IMPROVE_CHA:
732 return improve_weapon_stat(op,improver,weapon, 745 return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Cha), 1, "charisma");
733 (signed char *) &(weapon->stats.Cha),
734 1, "charisma");
735 case IMPROVE_INT: 746 case IMPROVE_INT:
736 return improve_weapon_stat(op,improver,weapon, 747 return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Int), 1, "intelligence");
737 (signed char *) &(weapon->stats.Int),
738 1, "intelligence");
739 case IMPROVE_POW: 748 case IMPROVE_POW:
740 return improve_weapon_stat(op,improver,weapon, 749 return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Pow), 1, "power");
741 (signed char *) &(weapon->stats.Pow),
742 1, "power");
743 default: 750 default:
744 new_draw_info(NDI_UNIQUE, 0,op,"Unknown improvement type."); 751 new_draw_info (NDI_UNIQUE, 0, op, "Unknown improvement type.");
745 } 752 }
746 LOG(llevError,"improve_weapon: Got to end of function\n"); 753 LOG (llevError, "improve_weapon: Got to end of function\n");
747 return 0; 754 return 0;
748} 755}
749 756
750/** 757/**
751 * Handles the applying of improve/prepare/enchant weapon scroll. 758 * Handles the applying of improve/prepare/enchant weapon scroll.
752 * Checks a few things (not on a non-magic square, marked weapon, ...), 759 * Checks a few things (not on a non-magic square, marked weapon, ...),
753 * then calls improve_weapon to do the dirty work. 760 * then calls improve_weapon to do the dirty work.
754 */ 761 */
762int
755int check_improve_weapon (object *op, object *tmp) 763check_improve_weapon (object *op, object *tmp)
756{ 764{
757 object *otmp; 765 object *otmp;
758 766
759 if(op->type!=PLAYER) 767 if (op->type != PLAYER)
768 return 0;
769 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.");
760 return 0; 772 return 0;
761 if (!QUERY_FLAG(op, FLAG_WIZCAST) && (get_map_flags(op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC)) {
762 new_draw_info(NDI_UNIQUE, 0,op,"Something blocks the magic of the scroll.");
763 return 0;
764 } 773 }
765 otmp=find_marked_object(op); 774 otmp = find_marked_object (op);
766 if(!otmp) { 775 if (!otmp)
776 {
767 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.");
768 return 0; 778 return 0;
769 } 779 }
770 if (otmp->type != WEAPON && otmp->type != BOW) { 780 if (otmp->type != WEAPON && otmp->type != BOW)
781 {
771 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");
772 return 0; 783 return 0;
773 } 784 }
774 new_draw_info(NDI_UNIQUE, 0,op,"Applied weapon builder."); 785 new_draw_info (NDI_UNIQUE, 0, op, "Applied weapon builder.");
775 improve_weapon(op,tmp,otmp); 786 improve_weapon (op, tmp, otmp);
776 esrv_send_item(op, otmp); 787 esrv_send_item (op, otmp);
777 return 1; 788 return 1;
778} 789}
779 790
780/** 791/**
781 * This code deals with the armour improvment scrolls. 792 * This code deals with the armour improvment scrolls.
782 * Change limits on improvement - let players go up to 793 * Change limits on improvement - let players go up to
797 * the armour value of the piece of equipment exceed either 808 * the armour value of the piece of equipment exceed either
798 * the users level or 90) 809 * the users level or 90)
799 * Modified by MSW for partial resistance. Only support 810 * Modified by MSW for partial resistance. Only support
800 * changing of physical area right now. 811 * changing of physical area right now.
801 */ 812 */
813int
802int improve_armour(object *op, object *improver, object *armour) 814improve_armour (object *op, object *improver, object *armour)
803{ 815{
804 object *tmp; 816 object *tmp;
805 817
806 if (armour->magic >= settings.armor_max_enchant) { 818 if (armour->magic >= settings.armor_max_enchant)
819 {
807 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.");
808 return 0; 821 return 0;
809 } 822 }
810 /* 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,
811 * 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.
812 * 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
813 * of gnarg and what not?) 826 * of gnarg and what not?)
814 */ 827 */
815 if (armour->title) { 828 if (armour->title)
829 {
816 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.");
817 return 0; 831 return 0;
818 } 832 }
819 833
820 /* Split objects if needed. Can't insert tmp until the 834 /* Split objects if needed. Can't insert tmp until the
821 * end of this function - otherwise it will just re-merge. 835 * end of this function - otherwise it will just re-merge.
822 */ 836 */
823 if(armour->nrof > 1) 837 if (armour->nrof > 1)
824 tmp = get_split_ob(armour,armour->nrof - 1); 838 tmp = get_split_ob (armour, armour->nrof - 1);
825 else 839 else
826 tmp = NULL; 840 tmp = NULL;
827 841
828 armour->magic++; 842 armour->magic++;
829 843
830 if ( !settings.armor_speed_linear ) 844 if (!settings.armor_speed_linear)
831 { 845 {
832 int base = 100; 846 int base = 100;
833 int pow = 0; 847 int pow = 0;
848
834 while ( pow < armour->magic ) 849 while (pow < armour->magic)
835 { 850 {
836 base = base - ( base * settings.armor_speed_improvement ) / 100; 851 base = base - (base * settings.armor_speed_improvement) / 100;
837 pow++; 852 pow++;
838 } 853 }
839 854
840 ARMOUR_SPEED( armour ) = ( ARMOUR_SPEED( &armour->arch->clone ) * base ) / 100; 855 ARMOUR_SPEED (armour) = (ARMOUR_SPEED (&armour->arch->clone) * base) / 100;
841 } 856 }
842 else 857 else
843 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;
844 859
845 if ( !settings.armor_weight_linear ) 860 if (!settings.armor_weight_linear)
846 { 861 {
847 int base = 100; 862 int base = 100;
848 int pow = 0; 863 int pow = 0;
864
849 while ( pow < armour->magic ) 865 while (pow < armour->magic)
850 { 866 {
851 base = base - ( base * settings.armor_weight_reduction ) / 100; 867 base = base - (base * settings.armor_weight_reduction) / 100;
852 pow++; 868 pow++;
853 } 869 }
854 870
855 armour->weight = ( armour->arch->clone.weight * base ) / 100; 871 armour->weight = (armour->arch->clone.weight * base) / 100;
856 } 872 }
857 else 873 else
858 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;
859 875
860 if ( armour->weight <= 0 ) 876 if (armour->weight <= 0)
861 { 877 {
862 LOG( llevInfo, "Warning: enchanted armours can have negative weight\n." ); 878 LOG (llevInfo, "Warning: enchanted armours can have negative weight\n.");
863 armour->weight = 1; 879 armour->weight = 1;
864 } 880 }
865 881
866 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);
867 883
868 if (op->type == PLAYER) { 884 if (op->type == PLAYER)
885 {
869 esrv_send_item(op, armour); 886 esrv_send_item (op, armour);
870 if(QUERY_FLAG(armour, FLAG_APPLIED)) 887 if (QUERY_FLAG (armour, FLAG_APPLIED))
871 fix_player(op); 888 fix_player (op);
872 } 889 }
873 decrease_ob(improver); 890 decrease_ob (improver);
874 if (tmp) { 891 if (tmp)
892 {
875 insert_ob_in_ob(tmp, op); 893 insert_ob_in_ob (tmp, op);
876 esrv_send_item(op, tmp); 894 esrv_send_item (op, tmp);
877 } 895 }
878 return 1; 896 return 1;
879} 897}
880 898
881 899
882/* 900/*
883 * 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
891/* Takes one items and makes another. 909/* Takes one items and makes another.
892 * converter is the object that is doing the conversion. 910 * converter is the object that is doing the conversion.
893 * 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
894 * what the converter wants, this will not do anything. 912 * what the converter wants, this will not do anything.
895 */ 913 */
914int
896int convert_item(object *item, object *converter) { 915convert_item (object *item, object *converter)
916{
897 int nr=0; 917 int nr = 0;
898 object *tmp;
899 int is_in_shop;
900 uint32 price_in; 918 uint32 price_in;
901 919
902 for(tmp = get_map_ob(converter->map, converter->x, converter->y);
903 tmp != NULL;
904 tmp = tmp->above) {
905 if(tmp->type == SHOP_FLOOR)
906 break;
907 }
908 is_in_shop = (tmp != NULL);
909
910 /* 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,
911 * 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
912 * 3 gp and player drops a platinum, tough luck) 922 * 3 gp and player drops a platinum, tough luck)
913 */ 923 */
914 if (!strcmp(CONV_FROM(converter),"money")) { 924 if (!strcmp (CONV_FROM (converter), "money"))
925 {
915 int cost; 926 int cost;
916 927
917 if(item->type!=MONEY) 928 if (item->type != MONEY)
918 return 0; 929 return 0;
919 930
920 nr=(item->nrof*item->value)/CONV_NEED(converter); 931 nr = (item->nrof * item->value) / CONV_NEED (converter);
932 if (!nr)
921 if (!nr) return 0; 933 return 0;
922 cost=nr*CONV_NEED(converter)/item->value; 934 cost = nr * CONV_NEED (converter) / item->value;
923 /* take into account rounding errors */ 935 /* take into account rounding errors */
924 if (nr*CONV_NEED(converter)%item->value) cost++; 936 if (nr * CONV_NEED (converter) % item->value)
937 cost++;
925 decrease_ob_nr(item, cost); 938 decrease_ob_nr (item, cost);
926 939
927 price_in = cost*item->value; 940 price_in = cost * item->value;
941 }
942 else
928 } 943 {
929 else {
930 if(item->type==PLAYER||CONV_FROM(converter)!=item->arch->name|| 944 if (item->type == PLAYER || CONV_FROM (converter) != item->arch->name ||
931 (CONV_NEED(converter)&&CONV_NEED(converter)>item->nrof)) 945 (CONV_NEED (converter) && CONV_NEED (converter) > (uint16) item->nrof))
932 return 0; 946 return 0;
933 947
934 if(CONV_NEED(converter)) { 948 if (CONV_NEED (converter))
949 {
935 nr=item->nrof/CONV_NEED(converter); 950 nr = item->nrof / CONV_NEED (converter);
936 decrease_ob_nr(item,nr*CONV_NEED(converter)); 951 decrease_ob_nr (item, nr * CONV_NEED (converter));
937 price_in = nr*CONV_NEED(converter)*item->value; 952 price_in = nr * CONV_NEED (converter) * item->value;
953 }
938 } else { 954 else
955 {
939 price_in = item->value; 956 price_in = item->value;
940 remove_ob(item); 957 remove_ob (item);
941 free_object(item); 958 free_object (item);
942 } 959 }
943 } 960 }
944 961
945 if (converter->inv != NULL) { 962 if (converter->inv != NULL)
963 {
946 object *ob; 964 object *ob;
947 int i; 965 int i;
948 object *ob_to_copy; 966 object *ob_to_copy;
949 967
950 /* select random object from inventory to copy */ 968 /* select random object from inventory to copy */
951 ob_to_copy = converter->inv; 969 ob_to_copy = converter->inv;
952 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 {
953 if (rndm(0, i) == 0) { 972 if (rndm (0, i) == 0)
973 {
954 ob_to_copy = ob; 974 ob_to_copy = ob;
955 } 975 }
956 } 976 }
957 item = object_create_clone(ob_to_copy); 977 item = object_create_clone (ob_to_copy);
958 CLEAR_FLAG(item, FLAG_IS_A_TEMPLATE); 978 CLEAR_FLAG (item, FLAG_IS_A_TEMPLATE);
959 unflag_inv(item, FLAG_IS_A_TEMPLATE); 979 unflag_inv (item, FLAG_IS_A_TEMPLATE);
960 } else { 980 }
981 else
982 {
961 if (converter->other_arch == NULL) { 983 if (converter->other_arch == NULL)
962 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);
963 return -1; 987 return -1;
964 } 988 }
965 989
966 item = object_create_arch(converter->other_arch); 990 item = object_create_arch (converter->other_arch);
967 fix_generated_item(item, converter, 0, 0, GT_MINIMAL); 991 fix_generated_item (item, converter, 0, 0, GT_MINIMAL);
968 } 992 }
969 993
970 if(CONV_NR(converter)) 994 if (CONV_NR (converter))
971 item->nrof=CONV_NR(converter); 995 item->nrof = CONV_NR (converter);
972 if(nr) 996 if (nr)
973 item->nrof*=nr; 997 item->nrof *= nr;
974 if(is_in_shop) 998 if (is_in_shop (converter))
975 SET_FLAG(item,FLAG_UNPAID); 999 SET_FLAG (item, FLAG_UNPAID);
976 else if(price_in < item->nrof*item->value) { 1000 else if (price_in < item->nrof * item->value)
1001 {
977 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",
978 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);
979 item->nrof*item->value, item->name); 1004
980 /** 1005 /**
981 * 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
982 * propably had something in mind when doing this 1007 * propably had something in mind when doing this
983 */ 1008 */
984 } 1009 }
985 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);
986 return 1; 1011 return 1;
987} 1012}
988 1013
989/** 1014/**
990 * Handle apply on containers. 1015 * Handle apply on containers.
991 * By Eneq(@csd.uu.se). 1016 * By Eneq(@csd.uu.se).
992 * 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]
993 * added the alchemical cauldron to the code -b.t. 1018 * added the alchemical cauldron to the code -b.t.
994 */ 1019 */
995 1020
1021int
996int apply_container (object *op, object *sack) 1022apply_container (object *op, object *sack)
997{ 1023{
998 char buf[MAX_BUF]; 1024 char buf[MAX_BUF];
999 object *tmp; 1025 object *tmp;
1000 1026
1001 if(op->type!=PLAYER) 1027 if (op->type != PLAYER)
1002 return 0; /* This might change */ 1028 return 0; /* This might change */
1003 1029
1004 if (sack==NULL || sack->type != CONTAINER) { 1030 if (sack == NULL || sack->type != CONTAINER)
1031 {
1005 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);
1006 return 0; 1033 return 0;
1007 } 1034 }
1008 op->contr->last_used = NULL; 1035 op->contr->last_used = NULL;
1009 op->contr->last_used_id = 0; 1036 op->contr->last_used_id = 0;
1010 1037
1011 if (sack->env!=op) { 1038 if (sack->env != op)
1039 {
1012 if (sack->other_arch == NULL || sack->env != NULL) { 1040 if (sack->other_arch == NULL || sack->env != NULL)
1041 {
1013 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.");
1014 return 1; 1043 return 1;
1015 } 1044 }
1016 /* It's on the ground, the problems begin */ 1045 /* It's on the ground, the problems begin */
1017 if (op->container != sack) { 1046 if (op->container != sack)
1047 {
1018 /* it's closed OR some player has opened it */ 1048 /* it's closed OR some player has opened it */
1019 if (QUERY_FLAG(sack, FLAG_APPLIED)) { 1049 if (QUERY_FLAG (sack, FLAG_APPLIED))
1020 for(tmp=get_map_ob(sack->map, sack->x, sack->y); 1050 {
1021 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);
1022 if (tmp) { 1052 if (tmp)
1053 {
1023 /* some other player have opened it */ 1054 /* some other player have opened it */
1024 new_draw_info_format(NDI_UNIQUE, 0, op, 1055 new_draw_info_format (NDI_UNIQUE, 0, op, "%s is already occupied.", query_name (sack));
1025 "%s is already occupied.", query_name(sack));
1026 return 1; 1056 return 1;
1027 } 1057 }
1028 } 1058 }
1029 } 1059 }
1030 if ( QUERY_FLAG(sack, FLAG_APPLIED)) { 1060 if (QUERY_FLAG (sack, FLAG_APPLIED))
1061 {
1031 if (op->container == NULL) { 1062 if (op->container == NULL)
1063 {
1032 tmp = arch_to_object (sack->other_arch); 1064 tmp = arch_to_object (sack->other_arch);
1033 /* not good, but insert_ob_in_ob() is too smart */ 1065 /* not good, but insert_ob_in_ob() is too smart */
1034 CLEAR_FLAG (tmp, FLAG_REMOVED); 1066 CLEAR_FLAG (tmp, FLAG_REMOVED);
1035 tmp->x= tmp->y = tmp->ox = tmp->oy = 0; 1067 tmp->x = tmp->y = 0;
1036 tmp->map = NULL; 1068 tmp->map = NULL;
1037 tmp->env = sack; 1069 tmp->env = sack;
1038 if (sack->inv) 1070 if (sack->inv)
1039 sack->inv->above = tmp; 1071 sack->inv->above = tmp;
1040 tmp->below = sack->inv; 1072 tmp->below = sack->inv;
1041 tmp->above = NULL; 1073 tmp->above = NULL;
1042 sack->inv = tmp; 1074 sack->inv = tmp;
1043 sack->move_off = MOVE_ALL; /* trying force closing it */ 1075 sack->move_off = MOVE_ALL; /* trying force closing it */
1076 }
1044 } else { 1077 else
1078 {
1045 sack->move_off = 0; 1079 sack->move_off = 0;
1046 tmp = sack->inv; 1080 tmp = sack->inv;
1047 if (tmp && tmp->type == CLOSE_CON) { 1081 if (tmp && tmp->type == CLOSE_CON)
1082 {
1048 remove_ob(tmp); 1083 remove_ob (tmp);
1049 free_object (tmp); 1084 free_object (tmp);
1050 } 1085 }
1051 } 1086 }
1052 } 1087 }
1053 } 1088 }
1054 1089
1055 if (QUERY_FLAG (sack, FLAG_APPLIED)) { 1090 if (QUERY_FLAG (sack, FLAG_APPLIED))
1091 {
1056 if (op->container) { 1092 if (op->container)
1093 {
1057 if (op->container != sack) { 1094 if (op->container != sack)
1095 {
1058 tmp = op->container; 1096 tmp = op->container;
1059 apply_container (op, tmp); 1097 apply_container (op, tmp);
1060 sprintf (buf, "You close %s and open ", query_name(tmp)); 1098 sprintf (buf, "You close %s and open ", query_name (tmp));
1061 op->container = sack; 1099 op->container = sack;
1062 strcat (buf, query_name(sack)); 1100 strcat (buf, query_name (sack));
1063 strcat (buf, "."); 1101 strcat (buf, ".");
1064 } else {
1065 CLEAR_FLAG (sack, FLAG_APPLIED);
1066 op->container = NULL;
1067 sprintf (buf, "You close %s.", query_name(sack));
1068 } 1102 }
1069 } else { 1103 else
1104 {
1070 CLEAR_FLAG (sack, FLAG_APPLIED); 1105 CLEAR_FLAG (sack, FLAG_APPLIED);
1106 op->container = NULL;
1107 sprintf (buf, "You close %s.", query_name (sack));
1108 }
1109 }
1110 else
1111 {
1112 CLEAR_FLAG (sack, FLAG_APPLIED);
1071 sprintf (buf, "You open %s.", query_name(sack)); 1113 sprintf (buf, "You open %s.", query_name (sack));
1072 SET_FLAG (sack, FLAG_APPLIED); 1114 SET_FLAG (sack, FLAG_APPLIED);
1073 op->container = sack; 1115 op->container = sack;
1074 } 1116 }
1075 } else { /* not applied */ 1117 }
1076 if (sack->slaying) { /* it's locked */ 1118 else
1119 { /* not applied */
1120 if (sack->slaying)
1121 { /* it's locked */
1077 tmp = find_key(op, op, sack); 1122 tmp = find_key (op, op, sack);
1078 if (tmp) { 1123 if (tmp)
1124 {
1079 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));
1080 SET_FLAG (sack, FLAG_APPLIED); 1126 SET_FLAG (sack, FLAG_APPLIED);
1081 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 */
1129 new_draw_info (NDI_UNIQUE, 0, op, buf);
1130 apply_container (op, sack);
1131 return 1;
1132 }
1133 }
1134 else
1135 {
1136 sprintf (buf, "You don't have the key to unlock %s.", query_name (sack));
1137 }
1138 }
1139 else
1140 {
1141 sprintf (buf, "You readied %s.", query_name (sack));
1142 SET_FLAG (sack, FLAG_APPLIED);
1143 if (sack->env == NULL)
1144 { /* if it's on ground,open it also */
1082 new_draw_info (NDI_UNIQUE,0,op, buf); 1145 new_draw_info (NDI_UNIQUE, 0, op, buf);
1083 apply_container (op, sack); 1146 apply_container (op, sack);
1084 return 1; 1147 return 1;
1085 } 1148 }
1086 } else {
1087 sprintf (buf, "You don't have the key to unlock %s.",
1088 query_name(sack));
1089 } 1149 }
1090 } else {
1091 sprintf (buf, "You readied %s.", query_name(sack));
1092 SET_FLAG (sack, FLAG_APPLIED);
1093 if (sack->env == NULL) { /* if it's on ground,open it also */
1094 new_draw_info (NDI_UNIQUE, 0, op, buf);
1095 apply_container (op, sack);
1096 return 1;
1097 }
1098 }
1099 } 1150 }
1100 new_draw_info (NDI_UNIQUE, 0, op, buf); 1151 new_draw_info (NDI_UNIQUE, 0, op, buf);
1152 if (op->contr)
1101 if (op->contr) op->contr->socket.update_look=1; 1153 op->contr->socket.update_look = 1;
1102 return 1; 1154 return 1;
1103} 1155}
1104 1156
1105/** 1157/**
1106 * 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
1107 * the player has in their inventory, eg, sacks, luggages, etc. 1159 * the player has in their inventory, eg, sacks, luggages, etc.
1114 * Reminder - there are three states for any container - closed (non applied), 1166 * Reminder - there are three states for any container - closed (non applied),
1115 * 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
1116 * (applied flag set, and op->container points to the open container) 1168 * (applied flag set, and op->container points to the open container)
1117 */ 1169 */
1118 1170
1171int
1119int esrv_apply_container (object *op, object *sack) 1172esrv_apply_container (object *op, object *sack)
1120{ 1173{
1121 object *tmp=op->container; 1174 object *tmp = op->container;
1175
1122 if(op->type!=PLAYER) 1176 if (op->type != PLAYER)
1123 return 0; /* This might change */ 1177 return 0; /* This might change */
1124 1178
1125 if (sack==NULL || sack->type != CONTAINER) { 1179 if (sack == NULL || sack->type != CONTAINER)
1126 LOG (llevError, 1180 {
1127 "esrv_apply_container: %s is not container!\n",sack?sack->name:"NULL"); 1181 LOG (llevError, "esrv_apply_container: %s is not container!\n", &sack->name);
1128 return 0; 1182 return 0;
1129 } 1183 }
1130 1184
1131 /* 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
1132 * 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
1133 * openening the new container. 1187 * openening the new container.
1134 */ 1188 */
1135 1189
1136 if (op->container && QUERY_FLAG(sack, FLAG_APPLIED)) { 1190 if (op->container && QUERY_FLAG (sack, FLAG_APPLIED))
1137 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 */
1138 op->container->move_off = 0; 1194 op->container->move_off = 0;
1139 } 1195 }
1140 1196
1141 if (INVOKE_OBJECT (CLOSE, op)) 1197 if (INVOKE_OBJECT (CLOSE, tmp, ARG_OBJECT (op)))
1142 return 1; 1198 return 1;
1143 1199
1144 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));
1145 query_name(op->container));
1146 CLEAR_FLAG(op->container, FLAG_APPLIED); 1201 CLEAR_FLAG (op->container, FLAG_APPLIED);
1147 op->container=NULL; 1202 op->container = NULL;
1148 esrv_update_item (UPD_FLAGS, op, tmp); 1203 esrv_update_item (UPD_FLAGS, op, tmp);
1149 if (tmp == sack) return 1; 1204 if (tmp == sack)
1205 return 1;
1150 } 1206 }
1151 1207
1152 1208
1153 /* 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),
1154 * 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.
1155 */ 1211 */
1156 1212
1157 if (sack->slaying) { /* it's locked */ 1213 if (sack->slaying)
1214 { /* it's locked */
1158 tmp=find_key(op, op, sack); 1215 tmp = find_key (op, op, sack);
1159 if (tmp) { 1216 if (tmp)
1217 {
1160 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));
1219 }
1161 } else { 1220 else
1221 {
1162 new_draw_info_format(NDI_UNIQUE, 0, op, "You don't have the key to unlock %s.", 1222 new_draw_info_format (NDI_UNIQUE, 0, op, "You don't have the key to unlock %s.", query_name (sack));
1163 query_name(sack));
1164 return 0; 1223 return 0;
1165 } 1224 }
1166 } 1225 }
1167 1226
1168 /* 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
1169 * 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.
1170 */ 1229 */
1171 1230
1172 /* 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
1173 * 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
1174 * 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.
1175 */ 1234 */
1176 1235
1177 1236
1178 if (sack->env != op) { 1237 if (sack->env != op)
1238 {
1179 /* 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
1180 * 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
1181 * try to do it, so lets handle it gracefully. 1241 * try to do it, so lets handle it gracefully.
1182 */ 1242 */
1183 if (sack->env) { 1243 if (sack->env)
1244 {
1184 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));
1185 query_name(sack));
1186 return 0; 1246 return 0;
1187 } 1247 }
1188 /* 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 */
1189 sack->move_off = MOVE_ALL; /* trying force closing it */ 1249 sack->move_off = MOVE_ALL; /* trying force closing it */
1190 1250
1191 CLEAR_FLAG (sack, FLAG_APPLIED); 1251 CLEAR_FLAG (sack, FLAG_APPLIED);
1192 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));
1193 SET_FLAG (sack, FLAG_APPLIED); 1253 SET_FLAG (sack, FLAG_APPLIED);
1194 op->container = sack; 1254 op->container = sack;
1195 esrv_update_item (UPD_FLAGS, op, sack); 1255 esrv_update_item (UPD_FLAGS, op, sack);
1196 esrv_send_inventory (op, sack); 1256 esrv_send_inventory (op, sack);
1197 1257
1198 } else { /* sack is in players inventory */ 1258 }
1199 if (QUERY_FLAG (sack, FLAG_APPLIED)) { /* readied sack becoming open */ 1259 else
1260 { /* sack is in players inventory */
1261 if (QUERY_FLAG (sack, FLAG_APPLIED))
1262 { /* readied sack becoming open */
1200 CLEAR_FLAG (sack, FLAG_APPLIED); 1263 CLEAR_FLAG (sack, FLAG_APPLIED);
1201 new_draw_info_format(NDI_UNIQUE, 0, op, "You open %s.", query_name(sack)); 1264 new_draw_info_format (NDI_UNIQUE, 0, op, "You open %s.", query_name (sack));
1202 SET_FLAG (sack, FLAG_APPLIED); 1265 SET_FLAG (sack, FLAG_APPLIED);
1203 op->container = sack; 1266 op->container = sack;
1204 esrv_update_item (UPD_FLAGS, op, sack); 1267 esrv_update_item (UPD_FLAGS, op, sack);
1205 esrv_send_inventory (op, sack); 1268 esrv_send_inventory (op, sack);
1269 }
1270 else
1206 } 1271 {
1207 else {
1208 CLEAR_FLAG (sack, FLAG_APPLIED); 1272 CLEAR_FLAG (sack, FLAG_APPLIED);
1209 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));
1210 SET_FLAG (sack, FLAG_APPLIED); 1274 SET_FLAG (sack, FLAG_APPLIED);
1211 esrv_update_item (UPD_FLAGS, op, sack); 1275 esrv_update_item (UPD_FLAGS, op, sack);
1212 } 1276 }
1213 } 1277 }
1214 return 1; 1278 return 1;
1215} 1279}
1216 1280
1217 1281
1218/** 1282/**
1219 * Handles dropping things on altar. 1283 * Handles dropping things on altar.
1220 * Returns true if sacrifice was accepted. 1284 * Returns true if sacrifice was accepted.
1221 */ 1285 */
1286static int
1222static int apply_altar (object *altar, object *sacrifice, object *originator) 1287apply_altar (object *altar, object *sacrifice, object *originator)
1223{ 1288{
1224 /* Only players can make sacrifices on spell casting altars. */ 1289 /* Only players can make sacrifices on spell casting altars. */
1225 if (altar->inv && ( ! originator || originator->type != PLAYER)) 1290 if (altar->inv && (!originator || originator->type != PLAYER))
1226 return 0; 1291 return 0;
1227 1292
1228 if (operate_altar (altar, &sacrifice)) { 1293 if (operate_altar (altar, &sacrifice))
1294 {
1229 /* Simple check. Unfortunately, it means you can't cast magic bullet 1295 /* Simple check. Unfortunately, it means you can't cast magic bullet
1230 * 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
1231 * is up to map designers to use them properly. 1297 * is up to map designers to use them properly.
1232 */ 1298 */
1233 if (altar->inv && altar->inv->type==SPELL) { 1299 if (altar->inv && altar->inv->type == SPELL)
1300 {
1234 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);
1235 altar->inv->name);
1236 cast_spell (originator, altar, 0, altar->inv, NULL); 1302 cast_spell (originator, altar, 0, altar->inv, NULL);
1237 /* If it is connected, push the button. Fixes some problems with 1303 /* If it is connected, push the button. Fixes some problems with
1238 * old maps. 1304 * old maps.
1239 */ 1305 */
1306
1240/* push_button (altar);*/ 1307/* push_button (altar);*/
1308 }
1241 } else { 1309 else
1310 {
1242 altar->value = 1; /* works only once */ 1311 altar->value = 1; /* works only once */
1243 push_button (altar); 1312 push_button (altar);
1244 } 1313 }
1314
1245 return sacrifice == NULL; 1315 return !sacrifice;
1246 } else { 1316 }
1317 else
1247 return 0; 1318 return 0;
1248 }
1249} 1319}
1250
1251 1320
1252/** 1321/**
1253 * Handles 'movement' of shop mats. 1322 * Handles 'movement' of shop mats.
1254 * Returns 1 if 'op' was destroyed, 0 if not. 1323 * Returns 1 if 'op' was destroyed, 0 if not.
1255 * Largely re-written to not use nearly as many gotos, plus 1324 * Largely re-written to not use nearly as many gotos, plus
1256 * some of this code just looked plain out of date. 1325 * some of this code just looked plain out of date.
1257 * MSW 2001-08-29 1326 * MSW 2001-08-29
1258 */ 1327 */
1328int
1259int apply_shop_mat (object *shop_mat, object *op) 1329apply_shop_mat (object *shop_mat, object *op)
1260{ 1330{
1261 int rv = 0; 1331 int rv = 0;
1262 double opinion; 1332 double opinion;
1263 object *tmp, *next; 1333 object *tmp, *next;
1264 1334
1265 SET_FLAG (op,FLAG_NO_APPLY); /* prevent loops */ 1335 SET_FLAG (op, FLAG_NO_APPLY); /* prevent loops */
1266 1336
1267 if (op->type != PLAYER) { 1337 if (op->type != PLAYER)
1338 {
1268 /* Remove all the unpaid objects that may be carried here. 1339 /* Remove all the unpaid objects that may be carried here.
1269 * This could be pets or monsters that are somehow in 1340 * This could be pets or monsters that are somehow in
1270 * the shop. 1341 * the shop.
1271 */ 1342 */
1272 for (tmp=op->inv; tmp; tmp=next) { 1343 for (tmp = op->inv; tmp; tmp = next)
1344 {
1273 next = tmp->below; 1345 next = tmp->below;
1346
1274 if (QUERY_FLAG(tmp, FLAG_UNPAID)) { 1347 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1348 {
1275 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);
1276 1350
1277 remove_ob(tmp); 1351 remove_ob (tmp);
1352
1278 if (i==-1) i=0; 1353 if (i == -1)
1354 i = 0;
1355
1279 tmp->map = op->map; 1356 tmp->map = op->map;
1280 tmp->x = op->x + freearr_x[i]; 1357 tmp->x = op->x + freearr_x[i];
1281 tmp->y = op->y + freearr_y[i]; 1358 tmp->y = op->y + freearr_y[i];
1282 insert_ob_in_map(tmp, op->map, op, 0); 1359 insert_ob_in_map (tmp, op->map, op, 0);
1283 } 1360 }
1284 } 1361 }
1285 1362
1286 /* Don't teleport things like spell effects */ 1363 /* Don't teleport things like spell effects */
1287 if (QUERY_FLAG(op, FLAG_NO_PICK)) return 0; 1364 if (QUERY_FLAG (op, FLAG_NO_PICK))
1365 return 0;
1288 1366
1289 /* unpaid objects, or non living objects, can't transfer by 1367 /* unpaid objects, or non living objects, can't transfer by
1290 * shop mats. Instead, put it on a nearby space. 1368 * shop mats. Instead, put it on a nearby space.
1291 */ 1369 */
1292 if (QUERY_FLAG(op, FLAG_UNPAID) || !QUERY_FLAG(op, FLAG_ALIVE)) { 1370 if (QUERY_FLAG (op, FLAG_UNPAID) || !QUERY_FLAG (op, FLAG_ALIVE))
1371 {
1293 1372
1294 /* Somebody dropped an unpaid item, just move to an adjacent place. */ 1373 /* Somebody dropped an unpaid item, just move to an adjacent place. */
1295 int i = find_free_spot (op, op->map, op->x, op->y, 1, 9); 1374 int i = find_free_spot (op, op->map, op->x, op->y, 1, 9);
1375
1296 if (i != -1) { 1376 if (i != -1)
1297 rv = transfer_ob (op, op->x + freearr_x[i], op->y + freearr_y[i], 0, 1377 rv = transfer_ob (op, op->x + freearr_x[i], op->y + freearr_y[i], 0, shop_mat);
1298 shop_mat); 1378
1299 }
1300 return 0; 1379 return 0;
1301 } 1380 }
1302 /* Removed code that checked for multipart objects - it appears that 1381 /* Removed code that checked for multipart objects - it appears that
1303 * the teleport function should be able to handle this just fine. 1382 * the teleport function should be able to handle this just fine.
1304 */ 1383 */
1305 rv = teleport (shop_mat, SHOP_MAT, op); 1384 rv = teleport (shop_mat, SHOP_MAT, op);
1385 }
1386 else if (can_pay (op) && get_payment (op))
1306 } 1387 {
1307 /* immediate block below is only used for players */ 1388 /* this is only used for players */
1308 else if (can_pay(op)) {
1309 get_payment (op, op->inv);
1310 rv = teleport (shop_mat, SHOP_MAT, op); 1389 rv = teleport (shop_mat, SHOP_MAT, op);
1390
1311 if (shop_mat->msg) { 1391 if (shop_mat->msg)
1312 new_draw_info (NDI_UNIQUE, 0, op, shop_mat->msg); 1392 new_draw_info (NDI_UNIQUE, 0, op, shop_mat->msg);
1313 }
1314 /* This check below is a bit simplistic - generally it should be correct, 1393 /* This check below is a bit simplistic - generally it should be correct,
1315 * but there is never a guarantee that the bottom space on the map is 1394 * but there is never a guarantee that the bottom space on the map is
1316 * actually the shop floor. 1395 * actually the shop floor.
1317 */ 1396 */
1318 else if ( ! rv && (tmp = get_map_ob (op->map, op->x, op->y)) != NULL 1397 else if (!rv && !is_in_shop (op))
1319 && tmp->type != SHOP_FLOOR) { 1398 {
1320 opinion = shopkeeper_approval(op->map, op); 1399 opinion = shopkeeper_approval (op->map, op);
1400
1321 if ( opinion > 0.9) 1401 if (opinion > 0.9)
1322 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper gives you a friendly wave."); 1402 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper gives you a friendly wave.");
1323 else if ( opinion > 0.75) 1403 else if (opinion > 0.75)
1324 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper waves to you."); 1404 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper waves to you.");
1325 else if ( opinion > 0.5) 1405 else if (opinion > 0.5)
1326 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper ignores you."); 1406 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper ignores you.");
1327 else 1407 else
1328 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper glares at you with contempt."); 1408 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper glares at you with contempt.");
1329 } 1409 }
1410 }
1411 else
1330 } 1412 {
1331 else {
1332 /* if we get here, a player tried to leave a shop but was not able 1413 /* if we get here, a player tried to leave a shop but was not able
1333 * to afford the items he has. We try to move the player so that 1414 * to afford the items he has. We try to move the player so that
1334 * they are not on the mat anymore 1415 * they are not on the mat anymore
1335 */ 1416 */
1336
1337 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
1338 if(i == -1) { 1419 if (i == -1)
1420 {
1339 LOG (llevError, "Internal shop-mat problem.\n"); 1421 LOG (llevError, "Internal shop-mat problem.\n");
1422 }
1340 } else { 1423 else
1424 {
1341 remove_ob (op); 1425 remove_ob (op);
1342 op->x += freearr_x[i]; 1426 op->x += freearr_x[i];
1343 op->y += freearr_y[i]; 1427 op->y += freearr_y[i];
1344 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;
1345 } 1429 }
1346 } 1430 }
1431
1347 CLEAR_FLAG (op, FLAG_NO_APPLY); 1432 CLEAR_FLAG (op, FLAG_NO_APPLY);
1348 return rv; 1433 return rv;
1349} 1434}
1350 1435
1351/** 1436/**
1352 * Handles applying a sign. 1437 * Handles applying a sign.
1353 */ 1438 */
1439static void
1354static void apply_sign (object *op, object *sign, int autoapply) 1440apply_sign (object *op, object *sign, int autoapply)
1355{ 1441{
1356 readable_message_type* msgType; 1442 readable_message_type *msgType;
1357 char newbuf[HUGE_BUF]; 1443 char newbuf[HUGE_BUF];
1444
1358 if (sign->msg == NULL) { 1445 if (sign->msg == NULL)
1446 {
1359 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.");
1360 return; 1448 return;
1361 } 1449 }
1362 1450
1363 if (sign->stats.food) { 1451 if (sign->stats.food)
1452 {
1364 if (sign->last_eat >= sign->stats.food) { 1453 if (sign->last_eat >= sign->stats.food)
1454 {
1365 if (!sign->move_on) 1455 if (!sign->move_on)
1366 new_draw_info (NDI_UNIQUE, 0, op, "You cannot read it anymore."); 1456 new_draw_info (NDI_UNIQUE, 0, op, "You cannot read it anymore.");
1367 return; 1457 return;
1368 } 1458 }
1369 1459
1370 if (!QUERY_FLAG(op, FLAG_WIZPASS)) 1460 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1371 sign->last_eat++; 1461 sign->last_eat++;
1372 } 1462 }
1373 1463
1374 /* 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?
1375 * 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
1376 * 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
1377 * to us). 1467 * to us).
1378 */ 1468 */
1379 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)
1380 new_draw_info (NDI_UNIQUE, 0, op, 1470 {
1381 "You are unable to read while blind."); 1471 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind.");
1382 return; 1472 return;
1383 } 1473 }
1384 msgType=get_readable_message_type(sign); 1474 msgType = get_readable_message_type (sign);
1385 snprintf(newbuf,sizeof(newbuf),"%hhu %s", autoapply?1:0,sign->msg); 1475 snprintf (newbuf, sizeof (newbuf), "%hhu %s", autoapply ? 1 : 0, &sign->msg);
1386 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);
1387} 1477}
1388
1389 1478
1390/** 1479/**
1391 * 'victim' moves onto 'trap' 1480 * 'victim' moves onto 'trap'
1392 * 'victim' leaves 'trap' 1481 * 'victim' leaves 'trap'
1393 * 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.
1394 * 1483 *
1395 * originator: Player, monster or other object that caused 'victim' to move 1484 * originator: Player, monster or other object that caused 'victim' to move
1396 * 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.
1397 * However, some types of traps require an originator to function. 1486 * However, some types of traps require an originator to function.
1398 */ 1487 */
1488void
1399void move_apply (object *trap, object *victim, object *originator) 1489move_apply (object *trap, object *victim, object *originator)
1400{ 1490{
1401 static int recursion_depth = 0; 1491 static int recursion_depth = 0;
1402 1492
1403 /* Only exits affect DMs. */ 1493 /* Only exits affect DMs. */
1404 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)
1405 return; 1495 return;
1406 1496
1407 /* move_apply() is the most likely candidate for causing unwanted and 1497 /* move_apply() is the most likely candidate for causing unwanted and
1408 * possibly unlimited recursion. 1498 * possibly unlimited recursion.
1409 */ 1499 */
1411 * maps to fail. 1) it's not an error to recurse: 1501 * maps to fail. 1) it's not an error to recurse:
1412 * rune detonates, summoning monster. monster lands on nearby rune. 1502 * rune detonates, summoning monster. monster lands on nearby rune.
1413 * nearby rune detonates. This sort of recursion is expected and 1503 * nearby rune detonates. This sort of recursion is expected and
1414 * proper. This code was causing needless crashes. 1504 * proper. This code was causing needless crashes.
1415 */ 1505 */
1416 if (recursion_depth >= 500) { 1506 if (recursion_depth >= 500)
1507 {
1417 LOG (llevDebug, "WARNING: move_apply(): aborting recursion " 1508 LOG (llevDebug, "WARNING: move_apply(): aborting recursion "
1418 "[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);
1419 trap->arch->name, trap->name, victim->arch->name, victim->name);
1420 return; 1510 return;
1421 } 1511 }
1422 recursion_depth++; 1512 recursion_depth++;
1423 if (trap->head) trap=trap->head; 1513 if (trap->head)
1514 trap = trap->head;
1424 1515
1425 if (INVOKE_OBJECT (MOVE_TRIGGER, trap, ARG_OBJECT (victim), ARG_OBJECT (originator))) 1516 if (INVOKE_OBJECT (MOVE_TRIGGER, trap, ARG_OBJECT (victim), ARG_OBJECT (originator)))
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 }
1426 goto leave; 1540 goto leave;
1427 1541
1428 switch (trap->type) { 1542 case SPINNER:
1429 case PLAYERMOVER: 1543 if (victim->direction)
1430 if (trap->attacktype && (trap->level || victim->type!=PLAYER) && 1544 {
1431 !should_director_abort(trap, victim)) { 1545 victim->direction = absdir (victim->direction - trap->stats.sp);
1432 if (!trap->stats.maxsp) trap->stats.maxsp=2; 1546 update_turn_face (victim);
1547 }
1548 goto leave;
1433 1549
1434 /* Is this correct? From the docs, it doesn't look like it 1550 case DIRECTOR:
1435 * should be divided by trap->speed 1551 if (victim->direction && !should_director_abort (trap, victim))
1552 {
1553 victim->direction = trap->stats.sp;
1554 update_turn_face (victim);
1555 }
1556 goto leave;
1557
1558 case BUTTON:
1559 case PEDESTAL:
1560 update_button (trap);
1561 goto leave;
1562
1563 case ALTAR:
1564 /* sacrifice victim on trap */
1565 apply_altar (trap, victim, originator);
1566 goto leave;
1567
1568 case THROWN_OBJ:
1569 if (trap->inv == NULL)
1570 goto leave;
1571 /* fallthrough */
1572
1573 case ARROW:
1574 /* bad bug: monster throw a object, make a step forwards, step on object ,
1575 * trigger this here and get hit by own missile - and will be own enemy.
1576 * Victim then is his own enemy and will start to kill herself (this is
1577 * removed) but we have not synced victim and his missile. To avoid senseless
1578 * action, we avoid hits here
1579 */
1580 if ((QUERY_FLAG (victim, FLAG_ALIVE) && trap->speed) && trap->owner != victim)
1581 hit_with_arrow (trap, victim);
1582 goto leave;
1583
1584 case SPELL_EFFECT:
1585 apply_spell_effect (trap, victim);
1586 goto leave;
1587
1588 case TRAPDOOR:
1589 {
1590 int max, sound_was_played;
1591 object *ab, *ab_next;
1592
1593 if (!trap->value)
1436 */ 1594 {
1437 victim->speed_left = -FABS(trap->stats.maxsp*victim->speed/trap->speed); 1595 int tot;
1438 1596
1439 /* Just put in some sanity check. I think there is a bug in the 1597 for (ab = trap->above, tot = 0; ab != NULL; ab = ab->above)
1440 * above with some objects have zero speed, and thus the player 1598 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
1441 * getting permanently paralyzed. 1599 tot += (ab->nrof ? ab->nrof : 1) * ab->weight + ab->carrying;
1442 */ 1600
1443 if (victim->speed_left<-50.0) victim->speed_left=-50.0; 1601 if (!(trap->value = (tot > trap->weight) ? 1 : 0))
1444 /* LOG(llevDebug, "apply, playermove, player speed_left=%f\n", victim->speed_left);*/ 1602 goto leave;
1603
1604 SET_ANIMATION (trap, trap->value);
1605 update_object (trap, UP_OBJ_FACE);
1445 } 1606 }
1446 goto leave;
1447 1607
1448 case SPINNER:
1449 if(victim->direction) {
1450 victim->direction=absdir(victim->direction-trap->stats.sp);
1451 update_turn_face(victim);
1452 }
1453 goto leave;
1454
1455 case DIRECTOR:
1456 if(victim->direction && !should_director_abort(trap, victim)) {
1457 victim->direction=trap->stats.sp;
1458 update_turn_face(victim);
1459 }
1460 goto leave;
1461
1462 case BUTTON:
1463 case PEDESTAL:
1464 update_button(trap);
1465 goto leave;
1466
1467 case ALTAR:
1468 /* sacrifice victim on trap */
1469 apply_altar (trap, victim, originator);
1470 goto leave;
1471
1472 case THROWN_OBJ:
1473 if (trap->inv == NULL)
1474 goto leave;
1475 /* fallthrough */
1476
1477 case ARROW:
1478
1479 /* bad bug: monster throw a object, make a step forwards, step on object ,
1480 * trigger this here and get hit by own missile - and will be own enemy.
1481 * Victim then is his own enemy and will start to kill herself (this is
1482 * removed) but we have not synced victim and his missile. To avoid senseless
1483 * action, we avoid hits here
1484 */
1485 if ((QUERY_FLAG (victim, FLAG_ALIVE) && trap->speed) && trap->owner != victim)
1486 hit_with_arrow (trap, victim);
1487 goto leave;
1488
1489 case SPELL_EFFECT:
1490 apply_spell_effect(trap, victim);
1491 goto leave;
1492
1493 case TRAPDOOR:
1494 {
1495 int max, sound_was_played;
1496 object *ab, *ab_next;
1497 if(!trap->value) {
1498 int tot;
1499 for(ab=trap->above,tot=0;ab!=NULL;ab=ab->above)
1500 if ((ab->move_type && trap->move_on) || ab->move_type==0)
1501 tot += (ab->nrof ? ab->nrof : 1) * ab->weight + ab->carrying;
1502
1503 if(!(trap->value=(tot>trap->weight)?1:0))
1504 goto leave;
1505
1506 SET_ANIMATION(trap, trap->value);
1507 update_object(trap,UP_OBJ_FACE);
1508 }
1509
1510 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 {
1511 /* 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,
1512 * ab->above would be bogus 1611 * ab->above would be bogus
1513 */ 1612 */
1514 ab_next = ab->above; 1613 ab_next = ab->above;
1515 1614
1516 if ((ab->move_type && trap->move_on) || ab->move_type==0) { 1615 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
1616 {
1517 if ( ! sound_was_played) { 1617 if (!sound_was_played)
1618 {
1518 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);
1519 sound_was_played = 1; 1620 sound_was_played = 1;
1520 } 1621 }
1521 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!");
1522 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);
1523 } 1624 }
1524 } 1625 }
1525 goto leave; 1626 goto leave;
1526 } 1627 }
1527 1628
1528 1629
1529 case CONVERTER: 1630 case CONVERTER:
1530 if (convert_item (victim, trap) < 0) { 1631 if (convert_item (victim, trap) < 0)
1632 {
1531 object *op; 1633 object *op;
1532 1634
1533 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));
1534 1636
1535 op = get_archetype("burnout"); 1637 op = get_archetype ("burnout");
1536 if (op != NULL) { 1638 if (op != NULL)
1639 {
1537 op->x = trap->x; 1640 op->x = trap->x;
1538 op->y = trap->y; 1641 op->y = trap->y;
1539 insert_ob_in_map(op, trap->map, trap, 0); 1642 insert_ob_in_map (op, trap->map, trap, 0);
1540 } 1643 }
1541 } 1644 }
1542 goto leave; 1645 goto leave;
1543 1646
1544 case TRIGGER_BUTTON: 1647 case TRIGGER_BUTTON:
1545 case TRIGGER_PEDESTAL: 1648 case TRIGGER_PEDESTAL:
1546 case TRIGGER_ALTAR: 1649 case TRIGGER_ALTAR:
1547 check_trigger (trap, victim); 1650 check_trigger (trap, victim);
1548 goto leave; 1651 goto leave;
1549 1652
1550 case DEEP_SWAMP: 1653 case DEEP_SWAMP:
1551 walk_on_deep_swamp (trap, victim); 1654 walk_on_deep_swamp (trap, victim);
1552 goto leave; 1655 goto leave;
1553 1656
1554 case CHECK_INV: 1657 case CHECK_INV:
1555 check_inv (victim, trap); 1658 check_inv (victim, trap);
1659 goto leave;
1660
1661 case HOLE:
1662 /* Hole not open? */
1663 if (trap->stats.wc > 0)
1556 goto leave; 1664 goto leave;
1557 1665
1558 case HOLE:
1559 /* Hole not open? */
1560 if(trap->stats.wc > 0)
1561 goto leave;
1562
1563 /* 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.
1564 * Processing will happen if the head runs into the pit 1667 * Processing will happen if the head runs into the pit
1668 */
1669 if (victim->head)
1670 goto leave;
1671
1672 play_sound_map (victim->map, victim->x, victim->y, SOUND_FALL_HOLE);
1673 new_draw_info (NDI_UNIQUE, 0, victim, "You fall through the hole!\n");
1674 transfer_ob (victim, EXIT_X (trap), EXIT_Y (trap), 1, victim);
1675 goto leave;
1676
1677 case EXIT:
1678 if (victim->type == PLAYER && EXIT_PATH (trap))
1679 {
1680 /* Basically, don't show exits leading to random maps the
1681 * players output.
1565 */ 1682 */
1566 if (victim->head)
1567 goto leave;
1568
1569 play_sound_map (victim->map, victim->x, victim->y, SOUND_FALL_HOLE);
1570 new_draw_info (NDI_UNIQUE, 0, victim, "You fall through the hole!\n");
1571 transfer_ob (victim, EXIT_X (trap), EXIT_Y (trap), 1, victim);
1572 goto leave;
1573
1574 case EXIT:
1575 if (victim->type == PLAYER && EXIT_PATH (trap)) {
1576 /* Basically, don't show exits leading to random maps the
1577 * players output.
1578 */
1579 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))
1580 new_draw_info (NDI_NAVY, 0, victim, trap->msg); 1684 new_draw_info (NDI_NAVY, 0, victim, trap->msg);
1581 enter_exit (victim, trap); 1685 enter_exit (victim, trap);
1582 } 1686 }
1583 goto leave; 1687 goto leave;
1584 1688
1585 case ENCOUNTER: 1689 case ENCOUNTER:
1586 /* may be some leftovers on this */ 1690 /* may be some leftovers on this */
1587 goto leave; 1691 goto leave;
1588 1692
1589 case SHOP_MAT: 1693 case SHOP_MAT:
1590 apply_shop_mat (trap, victim); 1694 apply_shop_mat (trap, victim);
1591 goto leave; 1695 goto leave;
1592 1696
1593 /* Drop a certain amount of gold, and have one item identified */ 1697 /* Drop a certain amount of gold, and have one item identified */
1594 case IDENTIFY_ALTAR: 1698 case IDENTIFY_ALTAR:
1595 apply_id_altar (victim, trap, originator); 1699 apply_id_altar (victim, trap, originator);
1596 goto leave; 1700 goto leave;
1597 1701
1598 case SIGN: 1702 case SIGN:
1599 if (victim->type != PLAYER && trap->stats.food > 0) 1703 if (victim->type != PLAYER && trap->stats.food > 0)
1600 goto leave; /* monsters musn't apply magic_mouths with counters */ 1704 goto leave; /* monsters musn't apply magic_mouths with counters */
1601 1705
1602 apply_sign (victim, trap, 1); 1706 apply_sign (victim, trap, 1);
1603 goto leave; 1707 goto leave;
1604 1708
1605 case CONTAINER: 1709 case CONTAINER:
1606 if (victim->type==PLAYER) 1710 if (victim->type == PLAYER)
1607 (void) esrv_apply_container (victim, trap); 1711 (void) esrv_apply_container (victim, trap);
1608 else 1712 else
1609 (void) apply_container (victim, trap); 1713 (void) apply_container (victim, trap);
1610 goto leave; 1714 goto leave;
1611 1715
1612 case RUNE: 1716 case RUNE:
1613 case TRAP: 1717 case TRAP:
1614 if (trap->level && QUERY_FLAG (victim, FLAG_ALIVE)) { 1718 if (trap->level && QUERY_FLAG (victim, FLAG_ALIVE))
1719 {
1615 spring_trap(trap, victim); 1720 spring_trap (trap, victim);
1616 } 1721 }
1617 goto leave; 1722 goto leave;
1618 1723
1619 default: 1724 default:
1620 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 "
1621 "handled in move_apply()\n", trap->name, trap->arch->name, 1726 "handled in move_apply()\n", &trap->name, &trap->arch->name, trap->type);
1622 trap->type);
1623 goto leave; 1727 goto leave;
1624 } 1728 }
1625 1729
1626 leave: 1730leave:
1627 recursion_depth--; 1731 recursion_depth--;
1628} 1732}
1629 1733
1630/** 1734/**
1631 * Handles reading a regular (ie not containing a spell) book. 1735 * Handles reading a regular (ie not containing a spell) book.
1632 */ 1736 */
1737static void
1633static void apply_book (object *op, object *tmp) 1738apply_book (object *op, object *tmp)
1634{ 1739{
1635 int lev_diff; 1740 int lev_diff;
1636 object *skill_ob; 1741 object *skill_ob;
1637 1742
1638 if(QUERY_FLAG(op, FLAG_BLIND)&&!QUERY_FLAG(op,FLAG_WIZ)) { 1743 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1744 {
1639 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.");
1640 return; 1746 return;
1641 } 1747 }
1642 if(tmp->msg==NULL) { 1748 if (tmp->msg == NULL)
1643 new_draw_info_format(NDI_UNIQUE, 0, op, 1749 {
1644 "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);
1645 return; 1751 return;
1646 } 1752 }
1647 1753
1648 /* need a literacy skill to read stuff! */ 1754 /* need a literacy skill to read stuff! */
1649 skill_ob = find_skill_by_name(op, tmp->skill); 1755 skill_ob = find_skill_by_name (op, tmp->skill);
1650 if ( ! skill_ob) { 1756 if (!skill_ob)
1651 new_draw_info(NDI_UNIQUE, 0,op, 1757 {
1652 "You are unable to decipher the strange symbols."); 1758 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to decipher the strange symbols.");
1653 return; 1759 return;
1654 } 1760 }
1655 lev_diff = tmp->level - (skill_ob->level + 5); 1761 lev_diff = tmp->level - (skill_ob->level + 5);
1656 if ( ! QUERY_FLAG (op, FLAG_WIZ) && lev_diff > 0) { 1762 if (!QUERY_FLAG (op, FLAG_WIZ) && lev_diff > 0)
1763 {
1657 if (lev_diff < 2) 1764 if (lev_diff < 2)
1658 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.");
1659 else if (lev_diff < 3) 1766 else if (lev_diff < 3)
1660 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.");
1661 else if (lev_diff < 5) 1768 else if (lev_diff < 5)
1662 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.");
1663 else if (lev_diff < 8) 1770 else if (lev_diff < 8)
1664 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.");
1665 else if (lev_diff < 15) 1772 else if (lev_diff < 15)
1666 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.");
1667 else 1774 else
1668 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.");
1669 return; 1776 return;
1670 } 1777 }
1671 1778
1672 readable_message_type* msgType = get_readable_message_type(tmp); 1779 readable_message_type *msgType = get_readable_message_type (tmp);
1780
1673 draw_ext_info_format(NDI_UNIQUE | NDI_NAVY, 0, op, 1781 draw_ext_info_format (NDI_UNIQUE | NDI_NAVY, 0, op,
1674 msgType->message_type, msgType->message_subtype, 1782 msgType->message_type, msgType->message_subtype,
1675 "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);
1676 "%s\n%s",
1677 long_desc(tmp,op), tmp->msg);
1678 1784
1679 /* gain xp from reading */ 1785 /* gain xp from reading */
1680 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 */
1681 int exp_gain=calc_skill_exp(op,tmp, skill_ob); 1788 int exp_gain = calc_skill_exp (op, tmp, skill_ob);
1789
1682 if(!QUERY_FLAG(tmp,FLAG_IDENTIFIED)) { 1790 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1791 {
1683 /*exp_gain *= 2; because they just identified it too */ 1792 /*exp_gain *= 2; because they just identified it too */
1684 SET_FLAG(tmp,FLAG_IDENTIFIED); 1793 SET_FLAG (tmp, FLAG_IDENTIFIED);
1685 /* If in a container, update how it looks */ 1794 /* If in a container, update how it looks */
1795 if (tmp->env)
1686 if(tmp->env) esrv_update_item(UPD_FLAGS|UPD_NAME, op,tmp); 1796 esrv_update_item (UPD_FLAGS | UPD_NAME, op, tmp);
1797 else
1687 else op->contr->socket.update_look=1; 1798 op->contr->socket.update_look = 1;
1688 } 1799 }
1689 change_exp(op,exp_gain, skill_ob->skill, 0); 1800 change_exp (op, exp_gain, skill_ob->skill, 0);
1690 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 */
1691 } 1802 }
1692} 1803}
1693 1804
1694/** 1805/**
1695 * Handles the applying of a skill scroll, calling learn_skill straight. 1806 * Handles the applying of a skill scroll, calling learn_skill straight.
1696 * 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
1697 */ 1808 */
1809static void
1698static void apply_skillscroll (object *op, object *tmp) 1810apply_skillscroll (object *op, object *tmp)
1699{ 1811{
1700 switch ((int) learn_skill (op, tmp)) { 1812 switch ((int) learn_skill (op, tmp))
1813 {
1701 case 0: 1814 case 0:
1702 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 ");
1703 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));
1704 return; 1817 return;
1705 1818
1706 case 1: 1819 case 1:
1707 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);
1708 tmp->skill);
1709 new_draw_info_format(NDI_UNIQUE, 0, op,
1710 "Type 'bind ready_skill %s",tmp->skill);
1711 new_draw_info(NDI_UNIQUE, 0,op,"to store the skill in a key.");
1712 decrease_ob(tmp); 1821 decrease_ob (tmp);
1713 return; 1822 return;
1714 1823
1715 default: 1824 default:
1716 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));
1717 "You fail to learn the knowledge of the %s.\n",query_name(tmp));
1718 decrease_ob(tmp); 1826 decrease_ob (tmp);
1719 return; 1827 return;
1720 } 1828 }
1721} 1829}
1722 1830
1723/** 1831/**
1724 * Actually makes op learn spell. 1832 * Actually makes op learn spell.
1725 * Informs player of what happens. 1833 * Informs player of what happens.
1726 */ 1834 */
1835void
1727void do_learn_spell (object *op, object *spell, int special_prayer) 1836do_learn_spell (object *op, object *spell, int special_prayer)
1728{ 1837{
1729 object *tmp; 1838 object *tmp;
1730 1839
1731 if (op->type != PLAYER) { 1840 if (op->type != PLAYER)
1841 {
1732 LOG (llevError, "BUG: do_learn_spell(): not a player\n"); 1842 LOG (llevError, "BUG: do_learn_spell(): not a player\n");
1733 return; 1843 return;
1734 } 1844 }
1735 1845
1736 /* Upgrade special prayers to normal prayers */ 1846 /* Upgrade special prayers to normal prayers */
1737 if ((tmp=check_spell_known (op, spell->name))!=NULL) { 1847 if ((tmp = check_spell_known (op, spell->name)) != NULL)
1848 {
1738 if (special_prayer && !QUERY_FLAG(tmp, FLAG_STARTEQUIP)) { 1849 if (special_prayer && !QUERY_FLAG (tmp, FLAG_STARTEQUIP))
1850 {
1739 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");
1740 return; 1852 return;
1741 } 1853 }
1742 return; 1854 return;
1743 } 1855 }
1744 1856
1745 play_sound_player_only (op->contr, SOUND_LEARN_SPELL, 0, 0); 1857 play_sound_player_only (op->contr, SOUND_LEARN_SPELL, 0, 0);
1746 tmp = get_object(); 1858 tmp = get_object ();
1747 copy_object(spell, tmp); 1859 copy_object (spell, tmp);
1748 insert_ob_in_ob(tmp, op); 1860 insert_ob_in_ob (tmp, op);
1749 1861
1750 if (special_prayer) { 1862 if (special_prayer)
1863 {
1751 SET_FLAG(tmp, FLAG_STARTEQUIP); 1864 SET_FLAG (tmp, FLAG_STARTEQUIP);
1752 } 1865 }
1753 1866
1754 new_draw_info_format (NDI_UNIQUE, 0, op,
1755 "Type 'bind cast %s", spell->name);
1756 new_draw_info (NDI_UNIQUE, 0, op, "to store the spell in a key.");
1757 esrv_add_spells(op->contr, tmp); 1867 esrv_add_spells (op->contr, tmp);
1758} 1868}
1759 1869
1760/** 1870/**
1761 * Erases spell from player's inventory. 1871 * Erases spell from player's inventory.
1762 */ 1872 */
1873void
1763void do_forget_spell (object *op, const char *spell) 1874do_forget_spell (object *op, const char *spell)
1764{ 1875{
1765 object *spob; 1876 object *spob;
1766 1877
1767 if (op->type != PLAYER) { 1878 if (op->type != PLAYER)
1879 {
1768 LOG (llevError, "BUG: do_forget_spell(): not a player\n"); 1880 LOG (llevError, "BUG: do_forget_spell(): not a player\n");
1769 return; 1881 return;
1770 } 1882 }
1771 if ( (spob=check_spell_known (op, spell)) == NULL) { 1883 if ((spob = check_spell_known (op, spell)) == NULL)
1884 {
1772 LOG (llevError, "BUG: do_forget_spell(): spell not known\n"); 1885 LOG (llevError, "BUG: do_forget_spell(): spell not known\n");
1773 return; 1886 return;
1774 }
1775 1887 }
1776 new_draw_info_format (NDI_UNIQUE|NDI_NAVY, 0, op, 1888
1777 "You lose knowledge of %s.", spell); 1889 new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, op, "You lose knowledge of %s.", spell);
1778 player_unready_range_ob(op->contr, spob); 1890 player_unready_range_ob (op->contr, spob);
1779 esrv_remove_spell(op->contr, spob); 1891 esrv_remove_spell (op->contr, spob);
1780 remove_ob(spob); 1892 remove_ob (spob);
1781 free_object(spob); 1893 free_object (spob);
1782} 1894}
1783 1895
1784/** 1896/**
1785 * Handles player applying a spellbook. 1897 * Handles player applying a spellbook.
1786 * 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,
1787 * stuff like that. Random learning failure too. 1899 * stuff like that. Random learning failure too.
1788 */ 1900 */
1901static void
1789static void apply_spellbook (object *op, object *tmp) 1902apply_spellbook (object *op, object *tmp)
1790{ 1903{
1791 object *skop, *spell, *spell_skill; 1904 object *skop, *spell, *spell_skill;
1792 1905
1793 if(QUERY_FLAG(op, FLAG_BLIND)&&!QUERY_FLAG(op,FLAG_WIZ)) { 1906 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1907 {
1794 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.");
1795 return; 1909 return;
1796 } 1910 }
1797 1911
1798 /* artifact_spellbooks have 'slaying' field point to a spell name, 1912 /* artifact_spellbooks have 'slaying' field point to a spell name,
1799 * instead of having their spell stored in stats.sp. These are 1913 * instead of having their spell stored in stats.sp. These are
1800 * legacy spellbooks 1914 * legacy spellbooks
1801 */ 1915 */
1802 1916
1803 if(tmp->slaying != NULL) { 1917 if (tmp->slaying != NULL)
1918 {
1804 spell=arch_to_object(find_archetype_by_object_name(tmp->slaying)); 1919 spell = arch_to_object (find_archetype_by_object_name (tmp->slaying));
1805 if (!spell) { 1920 if (!spell)
1806 new_draw_info_format(NDI_UNIQUE, 0, op, 1921 {
1807 "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);
1808 return; 1923 return;
1809 } 1924 }
1810 else 1925 else
1811 insert_ob_in_ob(spell, tmp); 1926 insert_ob_in_ob (spell, tmp);
1812 free_string(tmp->slaying);
1813 tmp->slaying=NULL; 1927 tmp->slaying = NULL;
1814 } 1928 }
1815 1929
1816 skop = find_skill_by_name(op, tmp->skill); 1930 skop = find_skill_by_name (op, tmp->skill);
1817 1931
1818 /* 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
1819 * lower than the spell will make learning the spell more difficult */ 1933 * lower than the spell will make learning the spell more difficult */
1820 if ( !skop) { 1934 if (!skop)
1935 {
1821 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.");
1822 return; 1937 return;
1823 } 1938 }
1824 1939
1825 spell = tmp->inv; 1940 spell = tmp->inv;
1826 if (!spell) { 1941 if (!spell)
1942 {
1827 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);
1828 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.");
1829 return; 1945 return;
1830 } 1946 }
1947
1831 if (spell->level > (skop->level+10)) { 1948 if (spell->level > (skop->level + 10))
1949 {
1832 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.");
1833 return; 1951 return;
1834 } 1952 }
1835 1953
1836 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);
1837 "The spellbook contains the %s level spell %s.",
1838 get_levelnumber(spell->level), spell->name);
1839 1955
1840 if (!QUERY_FLAG(tmp, FLAG_IDENTIFIED)) { 1956 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1957 {
1841 identify(tmp); 1958 identify (tmp);
1842 if (tmp->env) 1959 if (tmp->env)
1843 esrv_update_item(UPD_FLAGS|UPD_NAME,op,tmp); 1960 esrv_update_item (UPD_FLAGS | UPD_NAME, op, tmp);
1844 else 1961 else
1845 op->contr->socket.update_look=1; 1962 op->contr->socket.update_look = 1;
1846 } 1963 }
1847 1964
1848 /* 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
1849 * 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
1850 * 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
1851 * they would have a special prayer mark. 1968 * they would have a special prayer mark.
1852 */ 1969 */
1853 if (check_spell_known (op, spell->name)) { 1970 if (check_spell_known (op, spell->name))
1971 {
1854 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");
1855 return; 1973 return;
1856 } 1974 }
1857 1975
1858 if (spell->skill) { 1976 if (spell->skill)
1977 {
1859 spell_skill = find_skill_by_name(op, spell->skill); 1978 spell_skill = find_skill_by_name (op, spell->skill);
1979
1860 if (!spell_skill) { 1980 if (!spell_skill)
1861 new_draw_info_format(NDI_UNIQUE, 0, op, 1981 {
1862 "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);
1863 spell->skill);
1864 return; 1983 return;
1865 } 1984 }
1985
1866 if (spell_skill->level < spell->level) { 1986 if (spell_skill->level < spell->level)
1867 new_draw_info_format(NDI_UNIQUE, 0, op, 1987 {
1868 "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);
1869 spell->level, spell->skill);
1870 return; 1989 return;
1871 } 1990 }
1872 } 1991 }
1873 1992
1874 /* Logic as follows 1993 /* Logic as follows
1875 * 1994 *
1876 * 1- MU spells use Int to learn, Cleric spells use Wisdom 1995 * 1- MU spells use Int to learn, Cleric spells use Wisdom
1877 * 1996 *
1878 * 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
1879 * a spell. 1998 * a spell.
1880 * 1999 *
1881 * 3 -Automatically fail to learn if you read while confused 2000 * 3 -Automatically fail to learn if you read while confused
1882 * 2001 *
1883 * 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
1884 * literacy rate very useful! -b.t. 2003 * literacy rate very useful! -b.t.
1885 */ 2004 */
1886 if(QUERY_FLAG(op,FLAG_CONFUSED)) { 2005 if (QUERY_FLAG (op, FLAG_CONFUSED))
2006 {
1887 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!");
1888 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 }
1889 } else if(QUERY_FLAG(tmp,FLAG_STARTEQUIP) || 2010 else if (QUERY_FLAG (tmp, FLAG_STARTEQUIP) ||
1890 (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])
1891 learn_spell[spell->stats.grace ? op->stats.Wis : op->stats.Int]) { 2012 {
1892 2013
1893 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!");
1894 do_learn_spell (op, spell, 0); 2015 do_learn_spell (op, spell, 0);
1895 2016
1896 /* xp gain to literacy for spell learning */ 2017 /* xp gain to literacy for spell learning */
1897 if ( ! QUERY_FLAG (tmp, FLAG_STARTEQUIP)) 2018 if (!QUERY_FLAG (tmp, FLAG_STARTEQUIP))
1898 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);
1899 } else { 2020 }
2021 else
2022 {
1900 play_sound_player_only(op->contr, SOUND_FUMBLE_SPELL,0,0); 2023 play_sound_player_only (op->contr, SOUND_FUMBLE_SPELL, 0, 0);
1901 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");
1902 } 2025 }
1903 decrease_ob(tmp); 2026 decrease_ob (tmp);
1904} 2027}
1905 2028
1906/** 2029/**
1907 * Handles applying a spell scroll. 2030 * Handles applying a spell scroll.
1908 */ 2031 */
2032void
1909void apply_scroll (object *op, object *tmp, int dir) 2033apply_scroll (object *op, object *tmp, int dir)
1910{ 2034{
1911 object *skop; 2035 object *skop;
1912 2036
1913 if(QUERY_FLAG(op, FLAG_BLIND)&&!QUERY_FLAG(op,FLAG_WIZ)) { 2037 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
2038 {
1914 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.");
1915 return; 2040 return;
1916 } 2041 }
1917 2042
1918 if (!tmp->inv || tmp->inv->type != SPELL) { 2043 if (!tmp->inv || tmp->inv->type != SPELL)
1919 new_draw_info (NDI_UNIQUE, 0, op, 2044 {
1920 "The scroll just doesn't make sense!"); 2045 new_draw_info (NDI_UNIQUE, 0, op, "The scroll just doesn't make sense!");
1921 return; 2046 return;
1922 } 2047 }
1923 2048
1924 if(op->type==PLAYER) { 2049 if (op->type == PLAYER)
2050 {
1925 /* players need a literacy skill to read stuff! */ 2051 /* players need a literacy skill to read stuff! */
1926 int exp_gain=0; 2052 int exp_gain = 0;
1927 2053
1928 /* hard code literacy - tmp->skill points to where the exp 2054 /* hard code literacy - tmp->skill points to where the exp
1929 * should go for anything killed by the spell. 2055 * should go for anything killed by the spell.
1930 */ 2056 */
1931 skop = find_skill_by_name(op, skill_names[SK_LITERACY]); 2057 skop = find_skill_by_name (op, skill_names[SK_LITERACY]);
1932 2058
1933 if ( ! skop) { 2059 if (!skop)
1934 new_draw_info(NDI_UNIQUE, 0,op, 2060 {
1935 "You are unable to decipher the strange symbols."); 2061 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to decipher the strange symbols.");
1936 return; 2062 return;
1937 } 2063 }
1938 2064
1939 if((exp_gain = calc_skill_exp(op,tmp, skop))) 2065 if ((exp_gain = calc_skill_exp (op, tmp, skop)))
1940 change_exp(op,exp_gain, skop->skill, 0); 2066 change_exp (op, exp_gain, skop->skill, 0);
1941 } 2067 }
1942 2068
1943 if (!QUERY_FLAG(tmp, FLAG_IDENTIFIED)) 2069 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1944 identify(tmp); 2070 identify (tmp);
1945 2071
1946 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);
1947 "The scroll of %s turns to dust.", tmp->inv->name);
1948 2073
1949 2074
1950 cast_spell(op,tmp,dir,tmp->inv, NULL); 2075 cast_spell (op, tmp, dir, tmp->inv, NULL);
1951 decrease_ob(tmp); 2076 decrease_ob (tmp);
1952} 2077}
1953 2078
1954/** 2079/**
1955 * Applies a treasure object - by default, chest. op 2080 * Applies a treasure object - by default, chest. op
1956 * is the person doing the applying, tmp is the treasure 2081 * is the person doing the applying, tmp is the treasure
1957 * chest. 2082 * chest.
1958 */ 2083 */
2084static void
1959static void apply_treasure (object *op, object *tmp) 2085apply_treasure (object *op, object *tmp)
1960{ 2086{
1961 object *treas; 2087 object *treas;
1962 tag_t tmp_tag = tmp->count, op_tag = op->count;
1963 2088
1964 2089
1965 /* 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
1966 * 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
1967 * 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
1968 * 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
1969 * treasure 2094 * treasure
1970 */ 2095 */
1971 2096
1972 treas = tmp->inv; 2097 treas = tmp->inv;
1973 if(treas==NULL) { 2098 if (treas == NULL)
2099 {
1974 new_draw_info(NDI_UNIQUE, 0,op,"The chest was empty."); 2100 new_draw_info (NDI_UNIQUE, 0, op, "The chest was empty.");
1975 decrease_ob(tmp);
1976 return;
1977 }
1978 while (tmp->inv) {
1979 treas = tmp->inv;
1980
1981 remove_ob(treas);
1982 new_draw_info_format(NDI_UNIQUE, 0, op, "You find %s in the chest.",
1983 query_name(treas));
1984
1985 treas->x=op->x;
1986 treas->y=op->y;
1987 treas = insert_ob_in_map (treas, op->map, op,INS_BELOW_ORIGINATOR);
1988
1989 if (treas && (treas->type == RUNE || treas->type == TRAP) && treas->level
1990 && QUERY_FLAG (op, FLAG_ALIVE))
1991 spring_trap (treas, op);
1992 /* If either player or container was destroyed, no need to do
1993 * further processing. I think this should be enclused with
1994 * spring trap above, as I don't think there is otherwise
1995 * any way for the treasure chest or player to get killed
1996 */
1997 if (was_destroyed (op, op_tag) || was_destroyed (tmp, tmp_tag))
1998 break;
1999 }
2000
2001 if ( ! was_destroyed (tmp, tmp_tag) && tmp->inv == NULL)
2002 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);
2003 2128
2004} 2129}
2005 2130
2006/** 2131/**
2007 * op eats food. 2132 * op eats food.
2008 * If player, takes care of messages and dragon special food. 2133 * If player, takes care of messages and dragon special food.
2009 */ 2134 */
2135static void
2010static void apply_food (object *op, object *tmp) 2136apply_food (object *op, object *tmp)
2011{ 2137{
2012 int capacity_remaining; 2138 int capacity_remaining;
2013 2139
2014 if(op->type!=PLAYER) 2140 if (op->type != PLAYER)
2015 op->stats.hp=op->stats.maxhp; 2141 op->stats.hp = op->stats.maxhp;
2016 else { 2142 else
2143 {
2017 /* check if this is a dragon (player), eating some flesh */ 2144 /* check if this is a dragon (player), eating some flesh */
2018 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))
2019 ; 2146 ;
2020 else { 2147 else
2148 {
2021 /* usual case - no dragon meal: */ 2149 /* usual case - no dragon meal: */
2022 if(op->stats.food+tmp->stats.food>999) { 2150 if (op->stats.food + tmp->stats.food > 999)
2151 {
2023 if(tmp->type==FOOD || tmp->type==FLESH) 2152 if (tmp->type == FOOD || tmp->type == FLESH)
2024 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!");
2025 else 2154 else
2026 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!");
2027 } 2156 }
2028 2157
2029 if(!QUERY_FLAG(tmp, FLAG_CURSED)) { 2158 if (!QUERY_FLAG (tmp, FLAG_CURSED))
2159 {
2030 char buf[MAX_BUF]; 2160 char buf[MAX_BUF];
2031 2161
2032 if (!is_dragon_pl(op)) { 2162 if (!is_dragon_pl (op))
2163 {
2033 /* eating message for normal players*/ 2164 /* eating message for normal players */
2034 if(tmp->type==DRINK) 2165 if (tmp->type == DRINK)
2035 sprintf(buf,"Ahhh...that %s tasted good.",tmp->name); 2166 sprintf (buf, "Ahhh...that %s tasted good.", &tmp->name);
2167 else
2168 sprintf (buf, "The %s tasted %s", &tmp->name, tmp->type == FLESH ? "terrible!" : "good.");
2169 }
2036 else 2170 else
2037 sprintf(buf,"The %s tasted %s",tmp->name, 2171 {
2038 tmp->type==FLESH?"terrible!":"good.");
2039 }
2040 else {
2041 /* eating message for dragon players*/ 2172 /* eating message for dragon players */
2042 sprintf(buf,"The %s tasted terrible!",tmp->name); 2173 sprintf (buf, "The %s tasted terrible!", &tmp->name);
2043 } 2174 }
2044 2175
2045 new_draw_info(NDI_UNIQUE, 0,op,buf); 2176 new_draw_info (NDI_UNIQUE, 0, op, buf);
2046 capacity_remaining = 999 - op->stats.food; 2177 capacity_remaining = 999 - op->stats.food;
2047 op->stats.food+=tmp->stats.food; 2178 op->stats.food += tmp->stats.food;
2048 if(capacity_remaining < tmp->stats.food) 2179 if (capacity_remaining < tmp->stats.food)
2049 op->stats.hp += capacity_remaining / 50; 2180 op->stats.hp += capacity_remaining / 50;
2050 else 2181 else
2051 op->stats.hp+=tmp->stats.food/50; 2182 op->stats.hp += tmp->stats.food / 50;
2052 if(op->stats.hp>op->stats.maxhp) 2183 if (op->stats.hp > op->stats.maxhp)
2053 op->stats.hp=op->stats.maxhp; 2184 op->stats.hp = op->stats.maxhp;
2054 if (op->stats.food > 999) 2185 if (op->stats.food > 999)
2055 op->stats.food = 999; 2186 op->stats.food = 999;
2056 } 2187 }
2057 2188
2058 /* special food hack -b.t. */ 2189 /* special food hack -b.t. */
2059 if(tmp->title || QUERY_FLAG(tmp,FLAG_CURSED)) 2190 if (tmp->title || QUERY_FLAG (tmp, FLAG_CURSED))
2060 eat_special_food(op,tmp); 2191 eat_special_food (op, tmp);
2061 } 2192 }
2062 } 2193 }
2063 handle_apply_yield(tmp); 2194 handle_apply_yield (tmp);
2064 decrease_ob(tmp); 2195 decrease_ob (tmp);
2065} 2196}
2066 2197
2067/** 2198/**
2068 * A dragon is eating some flesh. If the flesh contains resistances, 2199 * A dragon is eating some flesh. If the flesh contains resistances,
2069 * 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.
2072 * object *op the object (dragon player) eating the flesh 2203 * object *op the object (dragon player) eating the flesh
2073 * object *meal the flesh item, getting chewed in dragon's mouth 2204 * object *meal the flesh item, getting chewed in dragon's mouth
2074 * return: 2205 * return:
2075 * int 1 if eating successful, 0 if it doesn't work 2206 * int 1 if eating successful, 0 if it doesn't work
2076 */ 2207 */
2208int
2077int dragon_eat_flesh(object *op, object *meal) { 2209dragon_eat_flesh (object *op, object *meal)
2210{
2078 object *skin = NULL; /* pointer to dragon skin force*/ 2211 object *skin = NULL; /* pointer to dragon skin force */
2079 object *abil = NULL; /* pointer to dragon ability force*/ 2212 object *abil = NULL; /* pointer to dragon ability force */
2080 object *tmp = NULL; /* tmp. object */ 2213 object *tmp = NULL; /* tmp. object */
2081 2214
2082 char buf[MAX_BUF]; /* tmp. string buffer */ 2215 char buf[MAX_BUF]; /* tmp. string buffer */
2083 double chance; /* improvement-chance of one resistance type */ 2216 double chance; /* improvement-chance of one resistance type */
2084 double totalchance=1; /* total chance of gaining one resistance */ 2217 double totalchance = 1; /* total chance of gaining one resistance */
2085 double bonus=0; /* level bonus (improvement is easier at lowlevel) */ 2218 double bonus = 0; /* level bonus (improvement is easier at lowlevel) */
2086 double mbonus=0; /* monster bonus */ 2219 double mbonus = 0; /* monster bonus */
2087 int atnr_winner[NROFATTACKS]; /* winning candidates for resistance improvement */ 2220 int atnr_winner[NROFATTACKS]; /* winning candidates for resistance improvement */
2088 int winners=0; /* number of winners */ 2221 int winners = 0; /* number of winners */
2089 int i; /* index */ 2222 int i; /* index */
2090 2223
2091 /* let's make sure and doublecheck the parameters */ 2224 /* let's make sure and doublecheck the parameters */
2092 if (meal->type!=FLESH || !is_dragon_pl(op)) 2225 if (meal->type != FLESH || !is_dragon_pl (op))
2093 return 0; 2226 return 0;
2094 2227
2095 /* now grab the 'dragon_skin'- and 'dragon_ability'-forces 2228 /* now grab the 'dragon_skin'- and 'dragon_ability'-forces
2096 from the player's inventory */ 2229 from the player's inventory */
2097 for (tmp=op->inv; tmp!=NULL; tmp=tmp->below) { 2230 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2231 {
2098 if (tmp->type == FORCE) { 2232 if (tmp->type == FORCE)
2233 {
2099 if (strcmp(tmp->arch->name, "dragon_skin_force")==0) 2234 if (strcmp (tmp->arch->name, "dragon_skin_force") == 0)
2100 skin = tmp; 2235 skin = tmp;
2101 else if (strcmp(tmp->arch->name, "dragon_ability_force")==0) 2236 else if (strcmp (tmp->arch->name, "dragon_ability_force") == 0)
2102 abil = tmp; 2237 abil = tmp;
2103 } 2238 }
2104 } 2239 }
2105 2240
2106 /* 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
2107 which is not to be considered a dragon -> bail out */ 2242 which is not to be considered a dragon -> bail out */
2108 if (skin == NULL || abil == NULL) return 0; 2243 if (skin == NULL || abil == NULL)
2109 2244 return 0;
2245
2110 /* now start by filling stomache and health, according to food-value */ 2246 /* now start by filling stomache and health, according to food-value */
2111 if((999 - op->stats.food) < meal->stats.food) 2247 if ((999 - op->stats.food) < meal->stats.food)
2112 op->stats.hp += (999 - op->stats.food) / 50; 2248 op->stats.hp += (999 - op->stats.food) / 50;
2113 else 2249 else
2114 op->stats.hp += meal->stats.food/50; 2250 op->stats.hp += meal->stats.food / 50;
2115 if(op->stats.hp>op->stats.maxhp) 2251 if (op->stats.hp > op->stats.maxhp)
2116 op->stats.hp=op->stats.maxhp; 2252 op->stats.hp = op->stats.maxhp;
2117 2253
2118 op->stats.food = MIN(999, op->stats.food + meal->stats.food); 2254 op->stats.food = MIN (999, op->stats.food + meal->stats.food);
2119 2255
2120 /*LOG(llevDebug, "-> player: %d, flesh: %d\n", op->level, meal->level);*/ 2256 /*LOG(llevDebug, "-> player: %d, flesh: %d\n", op->level, meal->level); */
2121 2257
2122 /* on to the interesting part: chances for adding resistance */ 2258 /* on to the interesting part: chances for adding resistance */
2123 for (i=0; i<NROFATTACKS; i++) { 2259 for (i = 0; i < NROFATTACKS; i++)
2260 {
2124 if (meal->resist[i] > 0 && atnr_is_dragon_enabled(i)) { 2261 if (meal->resist[i] > 0 && atnr_is_dragon_enabled (i))
2262 {
2125 /* got positive resistance, now calculate improvement chance (0-100) */ 2263 /* got positive resistance, now calculate improvement chance (0-100) */
2126 2264
2127 /* this bonus makes resistance increase easier at lower levels */ 2265 /* this bonus makes resistance increase easier at lower levels */
2128 bonus = (settings.max_level - op->level) * 30. / ((double)settings.max_level); 2266 bonus = (settings.max_level - op->level) * 30. / ((double) settings.max_level);
2129 if (i == abil->stats.exp) 2267 if (i == abil->stats.exp)
2130 bonus += 5; /* additional bonus for resistance of ability-focus */ 2268 bonus += 5; /* additional bonus for resistance of ability-focus */
2131 2269
2132 /* monster bonus increases with level, because high-level 2270 /* monster bonus increases with level, because high-level
2133 flesh is too rare */ 2271 flesh is too rare */
2134 mbonus = op->level * 20. / ((double)settings.max_level); 2272 mbonus = op->level * 20. / ((double) settings.max_level);
2135 2273
2136 chance = (((double)MIN(op->level+bonus, meal->level+bonus+mbonus))*100. / 2274 chance = (((double) MIN (op->level + bonus, meal->level + bonus + mbonus)) * 100. /
2137 ((double)settings.max_level)) - skin->resist[i]; 2275 ((double) settings.max_level)) - skin->resist[i];
2138 2276
2139 if (chance >= 0.) 2277 if (chance >= 0.)
2140 chance += 1.; 2278 chance += 1.;
2141 else 2279 else
2142 chance = (chance < -12) ? 0. : 1./pow(2., -chance); 2280 chance = (chance < -12) ? 0. : 1. / pow (2., -chance);
2143 2281
2144 /* chance is proportional to amount of resistance (max. 50) */ 2282 /* chance is proportional to amount of resistance (max. 50) */
2145 chance *= ((double)(MIN(meal->resist[i], 50)))/50.; 2283 chance *= ((double) (MIN (meal->resist[i], 50))) / 50.;
2146 2284
2147 /* doubled chance for resistance of ability-focus */ 2285 /* doubled chance for resistance of ability-focus */
2148 if (i == abil->stats.exp) 2286 if (i == abil->stats.exp)
2149 chance = MIN(100., chance*2.); 2287 chance = MIN (100., chance * 2.);
2150 2288
2151 /* 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!) */
2152 if (RANDOM()%10000 < (int)(chance*100)) { 2290 if (RANDOM () % 10000 < (int) (chance * 100))
2291 {
2153 atnr_winner[winners] = i; 2292 atnr_winner[winners] = i;
2154 winners++; 2293 winners++;
2155 } 2294 }
2156 2295
2157 if (chance >= 0.01 ) totalchance *= 1 - chance/100; 2296 if (chance >= 0.01)
2158 2297 totalchance *= 1 - chance / 100;
2298
2159 /*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); */
2160 } 2300 }
2161 } 2301 }
2162 2302
2163 /* inverse totalchance as until now we have the failure-chance */ 2303 /* inverse totalchance as until now we have the failure-chance */
2164 totalchance = 100 - totalchance*100; 2304 totalchance = 100 - totalchance * 100;
2165 /* print message according to totalchance */ 2305 /* print message according to totalchance */
2166 if (totalchance > 50.) 2306 if (totalchance > 50.)
2167 sprintf(buf, "Hmm! The %s tasted delicious!", meal->name); 2307 sprintf (buf, "Hmm! The %s tasted delicious!", &meal->name);
2168 else if (totalchance > 10.) 2308 else if (totalchance > 10.)
2169 sprintf(buf, "The %s tasted very good.", meal->name); 2309 sprintf (buf, "The %s tasted very good.", &meal->name);
2170 else if (totalchance > 1.) 2310 else if (totalchance > 1.)
2171 sprintf(buf, "The %s tasted good.", meal->name); 2311 sprintf (buf, "The %s tasted good.", &meal->name);
2172 else if (totalchance > 0.1) 2312 else if (totalchance > 0.1)
2173 sprintf(buf, "The %s tasted bland.", meal->name); 2313 sprintf (buf, "The %s tasted bland.", &meal->name);
2174 else if (totalchance >= 0.01) 2314 else if (totalchance >= 0.01)
2175 sprintf(buf, "The %s had a boring taste.", meal->name); 2315 sprintf (buf, "The %s had a boring taste.", &meal->name);
2176 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))
2177 sprintf(buf, "The %s tasted strange.", meal->name); 2317 sprintf (buf, "The %s tasted strange.", &meal->name);
2178 else 2318 else
2179 sprintf(buf, "The %s had no taste.", meal->name); 2319 sprintf (buf, "The %s had no taste.", &meal->name);
2180 new_draw_info(NDI_UNIQUE, 0, op, buf); 2320 new_draw_info (NDI_UNIQUE, 0, op, buf);
2181 2321
2182 /* now choose a winner if we have any */ 2322 /* now choose a winner if we have any */
2183 i = -1; 2323 i = -1;
2184 if (winners>0) 2324 if (winners > 0)
2185 i = atnr_winner[RANDOM()%winners]; 2325 i = atnr_winner[RANDOM () % winners];
2186 2326
2187 if (i >= 0 && i < NROFATTACKS && skin->resist[i] < 95) { 2327 if (i >= 0 && i < NROFATTACKS && skin->resist[i] < 95)
2328 {
2188 /* resistance increased! */ 2329 /* resistance increased! */
2189 skin->resist[i]++; 2330 skin->resist[i]++;
2190 fix_player(op); 2331 fix_player (op);
2191 2332
2192 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]);
2193 new_draw_info(NDI_UNIQUE|NDI_RED, 0, op, buf); 2334 new_draw_info (NDI_UNIQUE | NDI_RED, 0, op, buf);
2194 } 2335 }
2195 2336
2196 /* if this flesh contains a new ability focus, we mark it 2337 /* if this flesh contains a new ability focus, we mark it
2197 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 */
2198 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)
2199 && meal->last_eat != abil->last_eat) { 2340 {
2200 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> */
2201 2342
2202 if (meal->last_eat != abil->stats.exp) { 2343 if (meal->last_eat != abil->stats.exp)
2344 {
2203 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]);
2204 change_resist_msg[meal->last_eat]);
2205 new_draw_info(NDI_UNIQUE, 0, op, buf); 2346 new_draw_info (NDI_UNIQUE, 0, op, buf);
2206 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);
2207 new_draw_info(NDI_UNIQUE, 0, op, buf); 2348 new_draw_info (NDI_UNIQUE, 0, op, buf);
2208 } 2349 }
2209 else { 2350 else
2351 {
2210 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]);
2211 change_resist_msg[meal->last_eat]);
2212 new_draw_info(NDI_UNIQUE, 0, op, buf); 2353 new_draw_info (NDI_UNIQUE, 0, op, buf);
2213 abil->last_eat = 0; 2354 abil->last_eat = 0;
2214 } 2355 }
2215 } 2356 }
2216 return 1; 2357 return 1;
2217} 2358}
2218 2359
2360static void
2219static void apply_savebed (object *pl) 2361apply_savebed (object *pl)
2220{ 2362{
2221#ifndef COZY_SERVER 2363#ifndef COZY_SERVER
2222 if(!pl->contr->name_changed||!pl->stats.exp) { 2364 if (!pl->contr->name_changed || !pl->stats.exp)
2365 {
2223 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.");
2224 return; 2367 return;
2225 } 2368 }
2226#endif 2369#endif
2370 INVOKE_PLAYER (LOGOUT, pl->contr);
2227 /* 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 */
2228 terminate_all_pets(pl); 2372 terminate_all_pets (pl);
2229 remove_ob(pl); 2373 remove_ob (pl);
2230 pl->direction=0; 2374 pl->direction = 0;
2231 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);
2232 "%s leaves the game.",pl->name); 2376
2233
2234 /* update respawn position */ 2377 /* update respawn position */
2235 strcpy(pl->contr->savebed_map, pl->map->path); 2378 strcpy (pl->contr->savebed_map, pl->map->path);
2236 pl->contr->bed_x = pl->x; 2379 pl->contr->bed_x = pl->x;
2237 pl->contr->bed_y = pl->y; 2380 pl->contr->bed_y = pl->y;
2238 2381
2239 strcpy(pl->contr->killer,"left"); 2382 strcpy (pl->contr->killer, "left");
2240 check_score(pl); /* Always check score */ 2383 check_score (pl); /* Always check score */
2241 (void)save_player(pl,0); 2384 (void) save_player (pl, 0);
2242 pl->map->players--; 2385 pl->map->players--;
2243#if MAP_MAXTIMEOUT 2386#if MAP_MAXTIMEOUT
2244 MAP_SWAP_TIME(pl->map) = MAP_TIMEOUT(pl->map); 2387 MAP_SWAP_TIME (pl->map) = MAP_TIMEOUT (pl->map);
2245#endif 2388#endif
2246 play_again(pl); 2389 play_again (pl);
2247 pl->speed = 0; 2390 pl->speed = 0;
2248 update_ob_speed(pl); 2391 update_ob_speed (pl);
2249} 2392}
2250 2393
2251/** 2394/**
2252 * Handles applying an improve armor scroll. 2395 * Handles applying an improve armor scroll.
2253 * Does some sanity checks, then calls improve_armour. 2396 * Does some sanity checks, then calls improve_armour.
2254 */ 2397 */
2398static void
2255static void apply_armour_improver (object *op, object *tmp) 2399apply_armour_improver (object *op, object *tmp)
2256{ 2400{
2257 object *armor; 2401 object *armor;
2258 2402
2259 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 {
2260 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.");
2261 return;
2262 }
2263 armor=find_marked_object(op);
2264 if ( ! armor) {
2265 new_draw_info(NDI_UNIQUE, 0, op, "You need to mark an armor object.");
2266 return; 2406 return;
2267 } 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 }
2268 if (armor->type != ARMOUR 2414 if (armor->type != ARMOUR
2269 && armor->type != CLOAK 2415 && armor->type != CLOAK
2270 && armor->type != BOOTS && armor->type != GLOVES 2416 && armor->type != BOOTS && armor->type != GLOVES && armor->type != BRACERS && armor->type != SHIELD && armor->type != HELMET)
2271 && armor->type != BRACERS && armor->type != SHIELD
2272 && armor->type != HELMET)
2273 { 2417 {
2274 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");
2275 return; 2419 return;
2276 } 2420 }
2277 2421
2278 new_draw_info(NDI_UNIQUE, 0,op,"Applying armour enchantment."); 2422 new_draw_info (NDI_UNIQUE, 0, op, "Applying armour enchantment.");
2279 improve_armour(op,tmp,armor); 2423 improve_armour (op, tmp, armor);
2280} 2424}
2281 2425
2282 2426
2427extern void
2283extern void apply_poison (object *op, object *tmp) 2428apply_poison (object *op, object *tmp)
2284{ 2429{
2285 if (op->type == PLAYER) { 2430 if (op->type == PLAYER)
2431 {
2286 play_sound_player_only(op->contr, SOUND_DRINK_POISON,0,0); 2432 play_sound_player_only (op->contr, SOUND_DRINK_POISON, 0, 0);
2287 new_draw_info(NDI_UNIQUE, 0,op,"Yech! That tasted poisonous!"); 2433 new_draw_info (NDI_UNIQUE, 0, op, "Yech! That tasted poisonous!");
2288 strcpy(op->contr->killer,"poisonous booze"); 2434 strcpy (op->contr->killer, "poisonous booze");
2289 } 2435 }
2290 if (tmp->stats.hp > 0) { 2436 if (tmp->stats.hp > 0)
2437 {
2291 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);
2292 tmp->stats.hp);
2293 hit_player(op, tmp->stats.hp, tmp, AT_POISON, 1); 2439 hit_player (op, tmp->stats.hp, tmp, AT_POISON, 1);
2294 } 2440 }
2295 op->stats.food-=op->stats.food/4; 2441 op->stats.food -= op->stats.food / 4;
2296 handle_apply_yield(tmp); 2442 handle_apply_yield (tmp);
2297 decrease_ob(tmp); 2443 decrease_ob (tmp);
2298} 2444}
2299 2445
2300/** 2446/**
2301 * 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.
2302 * A valid 2 way exit means: 2448 * A valid 2 way exit means:
2307 * 2453 *
2308 * 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
2309 * 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
2310 * 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).
2311 */ 2457 */
2458int
2312int is_legal_2ways_exit (object* op, object *exit) 2459is_legal_2ways_exit (object *op, object *exit)
2313 { 2460{
2314 object * tmp; 2461 object *tmp;
2315 object * exit_owner; 2462 object *exit_owner;
2316 player * pp; 2463 player *pp;
2317 mapstruct * exitmap; 2464 maptile *exitmap;
2318 if (exit->stats.exp!=1) return 1; /*This is not a 2 way, so it is legal*/ 2465
2319 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 */
2320 /* To know if an exit has a correspondant, we look at 2470 /* To know if an exit has a correspondant, we look at
2321 * 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
2322 * the current exit's position */ 2472 * the current exit's position */
2323 if (!strncmp(EXIT_PATH (exit), settings.localdir, strlen(settings.localdir))) 2473 if (!strncmp (EXIT_PATH (exit), settings.localdir, strlen (settings.localdir)))
2324 exitmap = ready_map_name(EXIT_PATH (exit), MAP_PLAYER_UNIQUE); 2474 exitmap = ready_map_name (EXIT_PATH (exit), MAP_PLAYER_UNIQUE);
2475 else
2325 else exitmap = ready_map_name(EXIT_PATH (exit), 0); 2476 exitmap = ready_map_name (EXIT_PATH (exit), 0);
2326 if (exitmap) 2477 if (exitmap)
2327 { 2478 {
2328 tmp=get_map_ob (exitmap,EXIT_X(exit),EXIT_Y(exit)); 2479 tmp = get_map_ob (exitmap, EXIT_X (exit), EXIT_Y (exit));
2329 if (!tmp) return 0; 2480 if (!tmp)
2481 return 0;
2330 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)
2331 { 2483 {
2332 if (tmp->type!=EXIT) continue; /*Not an exit*/ 2484 if (tmp->type != EXIT)
2333 if (!EXIT_PATH (tmp)) continue; /*Not a valid exit*/ 2485 continue; /*Not an exit */
2334 if ( (EXIT_X(tmp)!=exit->x) || (EXIT_Y(tmp)!=exit->y)) continue; /*Not in the same place*/ 2486 if (!EXIT_PATH (tmp))
2335 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 */
2336 2492
2337 /* 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
2338 * 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
2339 * town portals to prevent strangers from visiting your appartments 2495 * town portals to prevent strangers from visiting your appartments
2340 */ 2496 */
2497 if (!exit->race)
2341 if (!exit->race) return 1; /*No owner, free for all!*/ 2498 return 1; /*No owner, free for all! */
2342 exit_owner=NULL; 2499 exit_owner = NULL;
2343 for (pp=first_player;pp;pp=pp->next) 2500 for (pp = first_player; pp; pp = pp->next)
2344 { 2501 {
2345 if (!pp->ob) continue; 2502 if (!pp->ob)
2503 continue;
2346 if (pp->ob->name!=exit->race) continue; 2504 if (pp->ob->name != exit->race)
2505 continue;
2347 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 */
2348 break; 2507 break;
2349 } 2508 }
2350 if (!exit_owner) return 0; /* No more owner*/ 2509 if (!exit_owner)
2351 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 */
2352 if ( exit_owner && /*There is a owner*/ 2513 if (exit_owner && /*There is a owner */
2353 (op->contr) && /*A player tries to pass */ 2514 (op->contr) && /*A player tries to pass */
2354 ( (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 */
2355 (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 */
2356 return 0; 2517 return 0;
2357 return 1; 2518 return 1;
2358 } 2519 }
2359 } 2520 }
2360 return 0; 2521 return 0;
2361 } 2522}
2362 2523
2363 2524
2364/** 2525/**
2365 * Main apply handler. 2526 * Main apply handler.
2366 * 2527 *
2376 * 2537 *
2377 * aflag is special (always apply/unapply) flags. Nothing is done with 2538 * aflag is special (always apply/unapply) flags. Nothing is done with
2378 * them in this function - they are passed to apply_special 2539 * them in this function - they are passed to apply_special
2379 */ 2540 */
2380 2541
2542int
2381int manual_apply (object *op, object *tmp, int aflag) 2543manual_apply (object *op, object *tmp, int aflag)
2382{ 2544{
2383 if (tmp->head) tmp=tmp->head; 2545 if (tmp->head)
2546 tmp = tmp->head;
2384 2547
2385 if (QUERY_FLAG (tmp, FLAG_UNPAID) && ! QUERY_FLAG (tmp, FLAG_APPLIED)) { 2548 if (QUERY_FLAG (tmp, FLAG_UNPAID) && !QUERY_FLAG (tmp, FLAG_APPLIED))
2549 {
2386 if (op->type == PLAYER) { 2550 if (op->type == PLAYER)
2551 {
2387 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.");
2553 return 1;
2554 }
2555 else
2556 {
2557 return 0; /* monsters just skip unpaid items */
2558 }
2559 }
2560
2561 if (INVOKE_OBJECT (APPLY, tmp, ARG_OBJECT (op)))
2562 return RESULT_INT (0);
2563
2564 switch (tmp->type)
2565 {
2566
2567 case CF_HANDLE:
2568 new_draw_info (NDI_UNIQUE, 0, op, "You turn the handle.");
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);
2574 return 1;
2575
2576 case TRIGGER:
2577 if (check_trigger (tmp, op))
2578 {
2579 new_draw_info (NDI_UNIQUE, 0, op, "You turn the handle.");
2580 play_sound_map (tmp->map, tmp->x, tmp->y, SOUND_TURN_HANDLE);
2581 }
2582 else
2583 {
2584 new_draw_info (NDI_UNIQUE, 0, op, "The handle doesn't move.");
2585 }
2586 return 1;
2587
2588 case EXIT:
2589 if (op->type != PLAYER)
2590 return 0;
2591 if (!EXIT_PATH (tmp) || !is_legal_2ways_exit (op, tmp))
2592 {
2593 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s is closed.", query_name (tmp));
2594 }
2595 else
2596 {
2597 /* Don't display messages for random maps. */
2598 if (tmp->msg && strncmp (EXIT_PATH (tmp), "/!", 2) && strncmp (EXIT_PATH (tmp), "/random/", 8))
2599 new_draw_info (NDI_NAVY, 0, op, tmp->msg);
2600 enter_exit (op, tmp);
2601 }
2602 return 1;
2603
2604 case SIGN:
2605 apply_sign (op, tmp, 0);
2606 return 1;
2607
2608 case BOOK:
2609 if (op->type == PLAYER)
2610 {
2611 apply_book (op, tmp);
2388 return 1; 2612 return 1;
2389 } else {
2390 return 0; /* monsters just skip unpaid items */
2391 } 2613 }
2392 } 2614 else
2615 {
2616 return 0;
2617 }
2393 2618
2394 if (INVOKE_OBJECT (APPLY, tmp, ARG_OBJECT (op))) 2619 case SKILLSCROLL:
2395 return RESULT_INT (0); 2620 if (op->type == PLAYER)
2396 2621 {
2397 switch (tmp->type) { 2622 apply_skillscroll (op, tmp);
2398
2399 case CF_HANDLE:
2400 new_draw_info(NDI_UNIQUE, 0,op,"You turn the handle.");
2401 play_sound_map(op->map, op->x, op->y, SOUND_TURN_HANDLE);
2402 tmp->value=tmp->value?0:1;
2403 SET_ANIMATION(tmp, tmp->value);
2404 update_object(tmp,UP_OBJ_FACE);
2405 push_button(tmp);
2406 return 1; 2623 return 1;
2407
2408 case TRIGGER:
2409 if (check_trigger (tmp, op)) {
2410 new_draw_info (NDI_UNIQUE, 0, op, "You turn the handle.");
2411 play_sound_map (tmp->map, tmp->x, tmp->y, SOUND_TURN_HANDLE);
2412 } else {
2413 new_draw_info (NDI_UNIQUE, 0, op, "The handle doesn't move.");
2414 } 2624 }
2625 return 0;
2626
2627 case SPELLBOOK:
2628 if (op->type == PLAYER)
2629 {
2630 apply_spellbook (op, tmp);
2415 return 1; 2631 return 1;
2416
2417 case EXIT:
2418 if (op->type != PLAYER)
2419 return 0;
2420 if( ! EXIT_PATH (tmp) || !is_legal_2ways_exit(op,tmp)) {
2421 new_draw_info_format(NDI_UNIQUE, 0, op, "The %s is closed.",
2422 query_name(tmp));
2423 } else {
2424 /* Don't display messages for random maps. */
2425 if (tmp->msg && strncmp(EXIT_PATH(tmp),"/!",2) &&
2426 strncmp(EXIT_PATH(tmp), "/random/", 8))
2427 new_draw_info (NDI_NAVY, 0, op, tmp->msg);
2428 enter_exit(op,tmp);
2429 } 2632 }
2633 return 0;
2634
2635 case SCROLL:
2636 apply_scroll (op, tmp, 0);
2637 return 1;
2638
2639 case POTION:
2640 (void) apply_potion (op, tmp);
2641 return 1;
2642
2643 /* Eneq(@csd.uu.se): Handle apply on containers. */
2644 case CLOSE_CON:
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 {
2661 apply_treasure (op, tmp);
2430 return 1; 2662 return 1;
2663 }
2664 else
2665 {
2666 return 0;
2667 }
2431 2668
2669 case WEAPON:
2670 case ARMOUR:
2671 case BOOTS:
2672 case GLOVES:
2673 case AMULET:
2674 case GIRDLE:
2675 case BRACERS:
2676 case SHIELD:
2677 case HELMET:
2432 case SIGN: 2678 case RING:
2679 case CLOAK:
2680 case WAND:
2681 case ROD:
2682 case HORN:
2683 case SKILL:
2684 case BOW:
2685 case LAMP:
2686 case BUILDER:
2687 case SKILL_TOOL:
2688 if (tmp->env != op)
2689 return 2; /* not in inventory */
2690 (void) apply_special (op, tmp, aflag);
2691 return 1;
2692
2693 case DRINK:
2694 case FOOD:
2695 case FLESH:
2696 apply_food (op, tmp);
2697 return 1;
2698
2699 case POISON:
2433 apply_sign (op, tmp, 0); 2700 apply_poison (op, tmp);
2701 return 1;
2702
2703 case SAVEBED:
2704 if (op->type == PLAYER)
2705 {
2706 apply_savebed (op);
2434 return 1; 2707 return 1;
2435
2436 case BOOK:
2437 if (op->type == PLAYER) {
2438 apply_book (op, tmp);
2439 return 1;
2440 } else {
2441 return 0;
2442 } 2708 }
2443 2709 else
2444 case SKILLSCROLL:
2445 if (op->type == PLAYER) {
2446 apply_skillscroll (op, tmp);
2447 return 1;
2448 } 2710 {
2449 return 0; 2711 return 0;
2450
2451 case SPELLBOOK:
2452 if (op->type == PLAYER) {
2453 apply_spellbook (op, tmp);
2454 return 1;
2455 } 2712 }
2713
2714 case ARMOUR_IMPROVER:
2715 if (op->type == PLAYER)
2716 {
2717 apply_armour_improver (op, tmp);
2718 return 1;
2719 }
2720 else
2721 {
2456 return 0; 2722 return 0;
2723 }
2457 2724
2725 case WEAPON_IMPROVER:
2726 (void) check_improve_weapon (op, tmp);
2727 return 1;
2728
2458 case SCROLL: 2729 case CLOCK:
2459 apply_scroll (op, tmp, 0); 2730 if (op->type == PLAYER)
2731 {
2732 char buf[MAX_BUF];
2733 timeofday_t tod;
2734
2735 get_tod (&tod);
2736 sprintf (buf, "It is %d minute%s past %d o'clock %s",
2737 tod.minute + 1, ((tod.minute + 1 < 2) ? "" : "s"),
2738 ((tod.hour % 14 == 0) ? 14 : ((tod.hour) % 14)), ((tod.hour >= 14) ? "pm" : "am"));
2739 play_sound_player_only (op->contr, SOUND_CLOCK, 0, 0);
2740 new_draw_info (NDI_UNIQUE, 0, op, buf);
2460 return 1; 2741 return 1;
2742 }
2743 else
2744 {
2745 return 0;
2746 }
2461 2747
2462 case POTION: 2748 case MENU:
2463 (void) apply_potion(op, tmp); 2749 if (op->type == PLAYER)
2750 {
2751 shop_listing (op);
2464 return 1; 2752 return 1;
2753 }
2754 else
2755 {
2756 return 0;
2757 }
2465 2758
2466 /* Eneq(@csd.uu.se): Handle apply on containers. */ 2759 case POWER_CRYSTAL:
2467 case CLOSE_CON: 2760 apply_power_crystal (op, tmp); /* see egoitem.c */
2761 return 1;
2762
2763 case LIGHTER: /* for lighting torches/lanterns/etc */
2468 if (op->type==PLAYER) 2764 if (op->type == PLAYER)
2469 (void) esrv_apply_container (op, tmp->env); 2765 {
2470 else 2766 apply_lighter (op, tmp);
2471 (void) apply_container (op, tmp->env);
2472 return 1; 2767 return 1;
2473
2474 case CONTAINER:
2475 if (op->type==PLAYER)
2476 (void) esrv_apply_container (op, tmp);
2477 else
2478 (void) apply_container (op, tmp);
2479 return 1;
2480
2481 case TREASURE:
2482 if (op->type == PLAYER) {
2483 apply_treasure (op, tmp);
2484 return 1;
2485 } else {
2486 return 0;
2487 } 2768 }
2488
2489 case WEAPON:
2490 case ARMOUR:
2491 case BOOTS:
2492 case GLOVES:
2493 case AMULET:
2494 case GIRDLE:
2495 case BRACERS:
2496 case SHIELD:
2497 case HELMET:
2498 case RING:
2499 case CLOAK:
2500 case WAND:
2501 case ROD:
2502 case HORN:
2503 case SKILL:
2504 case BOW:
2505 case LAMP:
2506 case BUILDER:
2507 case SKILL_TOOL:
2508 if (tmp->env != op)
2509 return 2; /* not in inventory */
2510 (void) apply_special (op, tmp, aflag);
2511 return 1;
2512
2513 case DRINK:
2514 case FOOD:
2515 case FLESH:
2516 apply_food (op, tmp);
2517 return 1;
2518
2519 case POISON:
2520 apply_poison (op, tmp);
2521 return 1;
2522
2523 case SAVEBED:
2524 if (op->type == PLAYER) {
2525 apply_savebed (op);
2526 return 1;
2527 } else { 2769 else
2528 return 0;
2529 } 2770 {
2530
2531 case ARMOUR_IMPROVER:
2532 if (op->type == PLAYER) {
2533 apply_armour_improver (op, tmp);
2534 return 1;
2535 } else {
2536 return 0;
2537 }
2538
2539 case WEAPON_IMPROVER:
2540 (void) check_improve_weapon(op, tmp);
2541 return 1;
2542
2543 case CLOCK:
2544 if (op->type == PLAYER) {
2545 char buf[MAX_BUF];
2546 timeofday_t tod;
2547
2548 get_tod(&tod);
2549 sprintf(buf, "It is %d minute%s past %d o'clock %s",
2550 tod.minute+1, ((tod.minute+1 < 2) ? "" : "s"),
2551 ((tod.hour % 14 == 0) ? 14 : ((tod.hour)%14)),
2552 ((tod.hour >= 14) ? "pm" : "am"));
2553 play_sound_player_only(op->contr, SOUND_CLOCK,0,0);
2554 new_draw_info(NDI_UNIQUE, 0,op, buf);
2555 return 1;
2556 } else {
2557 return 0;
2558 }
2559
2560 case MENU:
2561 if (op->type == PLAYER) {
2562 shop_listing (op);
2563 return 1;
2564 } else {
2565 return 0;
2566 }
2567
2568 case POWER_CRYSTAL:
2569 apply_power_crystal(op,tmp); /* see egoitem.c */
2570 return 1;
2571
2572 case LIGHTER: /* for lighting torches/lanterns/etc */
2573 if (op->type == PLAYER) {
2574 apply_lighter(op,tmp);
2575 return 1;
2576 } else {
2577 return 0;
2578 }
2579
2580 case ITEM_TRANSFORMER:
2581 apply_item_transformer( op, tmp );
2582 return 1;
2583
2584 default:
2585 return 0; 2771 return 0;
2772 }
2773
2774 case ITEM_TRANSFORMER:
2775 apply_item_transformer (op, tmp);
2776 return 1;
2777
2778 default:
2779 return 0;
2586 } 2780 }
2587} 2781}
2588 2782
2589 2783
2590/* 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"
2591 * 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
2592 * "but you are floating high above the ground" messages. 2786 * "but you are floating high above the ground" messages.
2593 * 2787 *
2594 * Same return value as apply() function. 2788 * Same return value as apply() function.
2595 */ 2789 */
2790int
2596int player_apply (object *pl, object *op, int aflag, int quiet) 2791player_apply (object *pl, object *op, int aflag, int quiet)
2597{ 2792{
2598 int tmp; 2793 int tmp;
2599 2794
2600 if (op->env == NULL && (pl->move_type & MOVE_FLYING)) { 2795 if (op->env == NULL && (pl->move_type & MOVE_FLYING))
2796 {
2601 /* player is flying and applying object not in inventory */ 2797 /* player is flying and applying object not in inventory */
2602 if ( ! QUERY_FLAG (pl, FLAG_WIZ) && !(op->move_type & MOVE_FLYING)) { 2798 if (!QUERY_FLAG (pl, FLAG_WIZ) && !(op->move_type & MOVE_FLYING))
2799 {
2603 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!");
2604 "above the ground!");
2605 return 0; 2801 return 0;
2606 } 2802 }
2607 } 2803 }
2608 2804
2609 /* 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
2610 * applied. 2806 * applied.
2611 */ 2807 */
2612 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))
2613 { 2809 {
2614 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);
2615 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!");
2616 "of smoke!");
2617 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.");
2618 remove_ob (op); 2813 remove_ob (op);
2619 free_object (op); 2814 free_object (op);
2620 return 1; 2815 return 1;
2621 } 2816 }
2622 2817
2623 pl->contr->last_used = op; 2818 pl->contr->last_used = op;
2624 pl->contr->last_used_id = op->count; 2819 pl->contr->last_used_id = op->count;
2625 2820
2626 tmp = manual_apply (pl, op, aflag); 2821 tmp = manual_apply (pl, op, aflag);
2627 if ( ! quiet) { 2822 if (!quiet)
2823 {
2628 if (tmp == 0) 2824 if (tmp == 0)
2629 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));
2630 "I don't know how to apply the %s.",
2631 query_name (op));
2632 else if (tmp == 2) 2826 else if (tmp == 2)
2633 new_draw_info_format (NDI_UNIQUE, 0, pl, 2827 new_draw_info_format (NDI_UNIQUE, 0, pl, "You must get it first!\n");
2634 "You must get it first!\n");
2635 } 2828 }
2636 return tmp; 2829 return tmp;
2637} 2830}
2638 2831
2639/** 2832/**
2640 * player_apply_below attempts to apply the object 'below' the player. 2833 * player_apply_below attempts to apply the object 'below' the player.
2641 * 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
2642 * we use the ground. 2835 * we use the ground.
2643 */ 2836 */
2644 2837
2838void
2645void player_apply_below (object *pl) 2839player_apply_below (object *pl)
2646{ 2840{
2647 object *tmp, *next; 2841 object *tmp, *next;
2648 int floors; 2842 int floors;
2649 2843
2650 /* 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
2651 * item in the container. Otherwise, use the map. 2845 * item in the container. Otherwise, use the map.
2652 */ 2846 */
2653 tmp = (pl->container != NULL) ? pl->container->inv : pl->below; 2847 tmp = (pl->container != NULL) ? pl->container->inv : pl->below;
2654 2848
2655 /* 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
2656 * 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
2657 * 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
2658 * 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
2659 * not return a proper value. 2853 * not return a proper value.
2660 */ 2854 */
2661 for (floors = 0; tmp!=NULL; tmp=next) { 2855 for (floors = 0; tmp != NULL; tmp = next)
2856 {
2662 next = tmp->below; 2857 next = tmp->below;
2663 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 2858 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
2664 floors++; 2859 floors++;
2665 else if (floors > 0) 2860 else if (floors > 0)
2666 return; /* process only floor objects after first floor object */ 2861 return; /* process only floor objects after first floor object */
2667 2862
2668 /* 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
2669 * person moving on it, also activate. Added code to make it 2864 * person moving on it, also activate. Added code to make it
2670 * 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
2671 * the item needs. 2866 * the item needs.
2672 */ 2867 */
2673 if ( ! tmp->invisible || (tmp->move_on & pl->move_type)) { 2868 if (!tmp->invisible || (tmp->move_on & pl->move_type))
2869 {
2674 if (player_apply (pl, tmp, 0, 1) == 1) 2870 if (player_apply (pl, tmp, 0, 1) == 1)
2675 return; 2871 return;
2676 } 2872 }
2677 if (floors >= 2) 2873 if (floors >= 2)
2678 return; /* process at most two floor objects */ 2874 return; /* process at most two floor objects */
2679 } 2875 }
2680} 2876}
2681 2877
2682/** 2878/**
2683 * Unapplies specified item. 2879 * Unapplies specified item.
2684 * No check done on cursed/damned. 2880 * No check done on cursed/damned.
2685 * Break this out of apply_special - this is just done 2881 * Break this out of apply_special - this is just done
2686 * 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.
2687 */ 2883 */
2884static int
2688static int unapply_special (object *who, object *op, int aflags) 2885unapply_special (object *who, object *op, int aflags)
2689{ 2886{
2690 if (INVOKE_OBJECT (BE_UNREADY, op, ARG_OBJECT (who), ARG_INT (aflags)) 2887 if (INVOKE_OBJECT (BE_UNREADY, op, ARG_OBJECT (who), ARG_INT (aflags)) || INVOKE_OBJECT (UNREADY, who, ARG_OBJECT (op), ARG_INT (aflags)))
2691 || INVOKE_OBJECT (UNREADY, who, ARG_OBJECT (op), ARG_INT (aflags)))
2692 return RESULT_INT (0); 2888 return RESULT_INT (0);
2693 2889
2694 object *tmp2; 2890 object *tmp2;
2695 2891
2696 CLEAR_FLAG(op, FLAG_APPLIED); 2892 CLEAR_FLAG (op, FLAG_APPLIED);
2697 switch(op->type) { 2893 switch (op->type)
2894 {
2698 case WEAPON: 2895 case WEAPON:
2699 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));
2700 2897
2701 (void) change_abil (who,op); 2898 (void) change_abil (who, op);
2702 if(QUERY_FLAG(who,FLAG_READY_WEAPON)) 2899 if (QUERY_FLAG (who, FLAG_READY_WEAPON))
2703 CLEAR_FLAG(who,FLAG_READY_WEAPON); 2900 CLEAR_FLAG (who, FLAG_READY_WEAPON);
2704 clear_skill(who); 2901 clear_skill (who);
2705 break; 2902 break;
2706 2903
2707 case SKILL: /* allows objects to impart skills */ 2904 case SKILL: /* allows objects to impart skills */
2708 case SKILL_TOOL: 2905 case SKILL_TOOL:
2709 if (op != who->chosen_skill) { 2906 if (op != who->chosen_skill)
2907 {
2710 LOG (llevError, "BUG: apply_special(): applied skill is not a chosen skill\n"); 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);
2924 who->chosen_skill = NULL;
2925 CLEAR_FLAG (who, FLAG_READY_SKILL);
2926 break;
2927
2928 case ARMOUR:
2929 case HELMET:
2930 case SHIELD:
2931 case RING:
2932 case BOOTS:
2933 case GLOVES:
2934 case AMULET:
2935 case GIRDLE:
2936 case BRACERS:
2937 case CLOAK:
2938 new_draw_info_format (NDI_UNIQUE, 0, who, "You unwear %s.", query_name (op));
2939 (void) change_abil (who, op);
2940 break;
2941 case LAMP:
2942 new_draw_info_format (NDI_UNIQUE, 0, who, "You turn off your %s.", &op->name);
2943 tmp2 = arch_to_object (op->other_arch);
2944 tmp2->x = op->x;
2945 tmp2->y = op->y;
2946 tmp2->map = op->map;
2947 tmp2->below = op->below;
2948 tmp2->above = op->above;
2949 tmp2->stats.food = op->stats.food;
2950 CLEAR_FLAG (tmp2, FLAG_APPLIED);
2951
2952 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
2953 SET_FLAG (tmp2, FLAG_INV_LOCKED);
2954
2955 if (who->type == PLAYER)
2956 esrv_del_item (who->contr, op->count);
2957
2958 remove_ob (op);
2959 free_object (op);
2960 insert_ob_in_ob (tmp2, who);
2961 fix_player (who);
2962 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
2963 {
2964 if (who->type == PLAYER)
2965 {
2966 new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!");
2967 SET_FLAG (tmp2, FLAG_KNOWN_CURSED);
2968 }
2969 }
2970 if (who->type == PLAYER)
2971 esrv_send_item (who, tmp2);
2972 return 1; /* otherwise, an attempt to drop causes problems */
2973 break;
2974 case BOW:
2975 case WAND:
2976 case ROD:
2977 case HORN:
2978 clear_skill (who);
2979 new_draw_info_format (NDI_UNIQUE, 0, who, "You unready %s.", query_name (op));
2980 if (who->type == PLAYER)
2981 {
2982 who->contr->shoottype = range_none;
2983 }
2984 else
2985 {
2986 if (op->type == BOW)
2987 CLEAR_FLAG (who, FLAG_READY_BOW);
2988 else
2989 CLEAR_FLAG (who, FLAG_READY_RANGE);
2990 }
2991 break;
2992
2993 case BUILDER:
2994 new_draw_info_format (NDI_UNIQUE, 0, who, "You unready %s.", query_name (op));
2995 who->contr->shoottype = range_none;
2996 who->contr->ranges[range_builder] = NULL;
2997 break;
2998
2999 default:
3000 new_draw_info_format (NDI_UNIQUE, 0, who, "You unapply %s.", query_name (op));
3001 break;
3002 }
3003
3004 fix_player (who);
3005
3006 if (!(aflags & AP_NO_MERGE))
3007 {
3008 object *tmp;
3009
3010 tmp = merge_ob (op, NULL);
3011 if (who->type == PLAYER)
3012 {
3013 if (tmp)
3014 { /* it was merged */
3015 esrv_del_item (who->contr, op->count);
3016 op = tmp;
2711 } 3017 }
2712 if (who->type==PLAYER) {
2713 if (who->contr->shoottype == range_skill)
2714 who->contr->shoottype = range_none;
2715 if ( ! op->invisible) {
2716 new_draw_info_format (NDI_UNIQUE, 0, who,
2717 "You stop using the %s.", query_name(op));
2718 } else {
2719 new_draw_info_format (NDI_UNIQUE, 0, who,
2720 "You can no longer use the skill: %s.",
2721 op->skill);
2722 }
2723 }
2724 (void) change_abil (who, op);
2725 who->chosen_skill = NULL;
2726 CLEAR_FLAG (who, FLAG_READY_SKILL);
2727 break;
2728 3018
2729 case ARMOUR:
2730 case HELMET:
2731 case SHIELD:
2732 case RING:
2733 case BOOTS:
2734 case GLOVES:
2735 case AMULET:
2736 case GIRDLE:
2737 case BRACERS:
2738 case CLOAK:
2739 new_draw_info_format(NDI_UNIQUE, 0, who, "You unwear %s.",query_name(op));
2740 (void) change_abil (who,op);
2741 break;
2742 case LAMP:
2743 new_draw_info_format(NDI_UNIQUE, 0, who, "You turn off your %s.",
2744 op->name);
2745 tmp2 = arch_to_object(op->other_arch);
2746 tmp2->x = op->x;
2747 tmp2->y = op->y;
2748 tmp2->map = op->map;
2749 tmp2->below = op->below;
2750 tmp2->above = op->above;
2751 tmp2->stats.food = op->stats.food;
2752 CLEAR_FLAG(tmp2, FLAG_APPLIED);
2753 if (QUERY_FLAG(op, FLAG_INV_LOCKED))
2754 SET_FLAG(tmp2, FLAG_INV_LOCKED);
2755 if (who->type == PLAYER)
2756 esrv_del_item(who->contr, (tag_t)op->count);
2757 remove_ob(op);
2758 free_object(op);
2759 insert_ob_in_ob(tmp2, who);
2760 fix_player(who);
2761 if (QUERY_FLAG(op, FLAG_CURSED) || QUERY_FLAG(op, FLAG_DAMNED)) {
2762 if (who->type == PLAYER) {
2763 new_draw_info(NDI_UNIQUE, 0,who, "Oops, it feels deadly cold!");
2764 SET_FLAG(tmp2, FLAG_KNOWN_CURSED);
2765 }
2766 }
2767 if(who->type==PLAYER)
2768 esrv_send_item(who, tmp2);
2769 return 1; /* otherwise, an attempt to drop causes problems */
2770 break;
2771 case BOW:
2772 case WAND:
2773 case ROD:
2774 case HORN:
2775 clear_skill(who);
2776 new_draw_info_format(NDI_UNIQUE, 0, who, "You unready %s.",query_name(op));
2777 if(who->type==PLAYER) {
2778 who->contr->shoottype = range_none;
2779 } else {
2780 if (op->type == BOW)
2781 CLEAR_FLAG (who, FLAG_READY_BOW);
2782 else
2783 CLEAR_FLAG(who, FLAG_READY_RANGE);
2784 }
2785 break;
2786
2787 case BUILDER:
2788 new_draw_info_format(NDI_UNIQUE, 0, who, "You unready %s.",query_name(op));
2789 who->contr->shoottype = range_none;
2790 who->contr->ranges[ range_builder ] = NULL;
2791 break;
2792
2793 default:
2794 new_draw_info_format(NDI_UNIQUE, 0, who, "You unapply %s.",query_name(op));
2795 break;
2796 }
2797
2798 fix_player(who);
2799
2800 if ( ! (aflags & AP_NO_MERGE)) {
2801 object *tmp;
2802
2803 tag_t del_tag = op->count;
2804 tmp = merge_ob (op, NULL);
2805 if (who->type == PLAYER) {
2806 if (tmp) { /* it was merged */
2807 esrv_del_item (who->contr, del_tag);
2808 op = tmp;
2809 }
2810 esrv_send_item (who, op); 3019 esrv_send_item (who, op);
2811 } 3020 }
2812 } 3021 }
2813 return 0; 3022 return 0;
2814} 3023}
2815 3024
2816/** 3025/**
2817 * Returns the object that is using location 'loc'. 3026 * Returns the object that is using location 'loc'.
2818 * Note that 'start' is the first object to start examing - we 3027 * Note that 'start' is the first object to start examing - we
2825 * 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.
2826 * don't return invisible objects unless they are skill objects 3035 * don't return invisible objects unless they are skill objects
2827 * invisible other objects that use 3036 * invisible other objects that use
2828 * up body locations can be used as restrictions. 3037 * up body locations can be used as restrictions.
2829 */ 3038 */
3039object *
2830object *get_item_from_body_location(object *start, int loc) 3040get_item_from_body_location (object *start, int loc)
2831{ 3041{
2832 object *tmp; 3042 object *tmp;
2833 3043
2834 if (!start) return NULL; 3044 if (!start)
2835
2836 for (tmp=start; tmp; tmp=tmp->below)
2837 if (QUERY_FLAG(tmp, FLAG_APPLIED) && tmp->body_info[loc] &&
2838 (!tmp->invisible || tmp->type==SKILL)) return tmp;
2839
2840 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;
2841} 3052}
2842 3053
2843 3054
2844 3055
2845/** 3056/**
2851 * Returns 0 on success, returns 1 if there is some problem. 3062 * Returns 0 on success, returns 1 if there is some problem.
2852 * 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
2853 * 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
2854 * another function that does just that. 3065 * another function that does just that.
2855 */ 3066 */
3067int
2856int unapply_for_ob(object *who, object *op, int aflags) 3068unapply_for_ob (object *who, object *op, int aflags)
2857{ 3069{
2858 int i; 3070 int i;
2859 object *tmp=NULL, *last; 3071 object *tmp = NULL, *last;
2860 3072
2861 /* 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
2862 * 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.
2863 */ 3075 */
2864 if (op->type == WEAPON || op->type == SHIELD) { 3076 if (op->type == WEAPON || op->type == SHIELD)
3077 {
2865 for (tmp=who->inv; tmp; tmp=tmp->below) { 3078 for (tmp = who->inv; tmp; tmp = tmp->below)
3079 {
2866 if (QUERY_FLAG(tmp, FLAG_APPLIED) && tmp->type == op->type) { 3080 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == op->type)
2867 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || 3081 {
2868 (!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 {
2869 if (aflags & AP_PRINT) 3084 if (aflags & AP_PRINT)
2870 new_draw_info(NDI_UNIQUE, 0, who, query_name(tmp)); 3085 new_draw_info (NDI_UNIQUE, 0, who, query_name (tmp));
2871 else 3086 else
2872 unapply_special(who, tmp, aflags); 3087 unapply_special (who, tmp, aflags);
2873 } 3088 }
2874 else { 3089 else
3090 {
2875 /* 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.
2876 * 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
2877 * at least generate the message. 3093 * at least generate the message.
2878 */ 3094 */
2879 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));
2880 "No matter how hard you try, you just can't\nremove %s.",
2881 query_name(tmp));
2882 return 1; 3096 return 1;
2883 } 3097 }
2884 3098
2885 } 3099 }
2886 } 3100 }
2887 } 3101 }
2888 3102
2889 for (i=0; i<NUM_BODY_LOCATIONS; i++) { 3103 for (i = 0; i < NUM_BODY_LOCATIONS; i++)
3104 {
2890 /* this used up a slot that we need to free */ 3105 /* this used up a slot that we need to free */
2891 if (op->body_info[i]) { 3106 if (op->body_info[i])
3107 {
2892 last = who->inv; 3108 last = who->inv;
2893 3109
2894 /* 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
2895 * to free up enough slots. 3111 * to free up enough slots.
2896 */ 3112 */
2897 while ((who->body_used[i] + op->body_info[i]) < 0) { 3113 while ((who->body_used[i] + op->body_info[i]) < 0)
3114 {
2898 tmp = get_item_from_body_location(last, i); 3115 tmp = get_item_from_body_location (last, i);
2899 if (!tmp) { 3116 if (!tmp)
3117 {
2900#if 0 3118#if 0
2901 /* 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
2902 * equipped. 3120 * equipped.
2903 */ 3121 */
2904 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);
2905 i, body_locations[i].save_name, who->name);
2906#endif 3123#endif
2907 return 1; 3124 return 1;
2908 } 3125 }
2909 /* 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 */
2910 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))))
2911 (!(QUERY_FLAG(tmp, FLAG_CURSED) || QUERY_FLAG(tmp, FLAG_DAMNED)))) { 3128 {
2912 if (aflags & AP_PRINT) 3129 if (aflags & AP_PRINT)
2913 new_draw_info(NDI_UNIQUE, 0, who, query_name(tmp)); 3130 new_draw_info (NDI_UNIQUE, 0, who, query_name (tmp));
2914 else 3131 else
2915 unapply_special(who, tmp, aflags); 3132 unapply_special (who, tmp, aflags);
2916 } 3133 }
2917 else { 3134 else
3135 {
2918 /* Cursed item that we can't unequip - tell the player. 3136 /* Cursed item that we can't unequip - tell the player.
2919 * 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,
2920 * 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
2921 * one cursed ring.) 3139 * one cursed ring.)
2922 */ 3140 */
2923 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));
2924 } 3142 }
2925 last = tmp->below; 3143 last = tmp->below;
2926 } 3144 }
2927 /* 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
2928 * return in the !tmp would have kicked in. 3146 * return in the !tmp would have kicked in.
2929 */ 3147 */
2930 } /* if op is using this body location */ 3148 } /* if op is using this body location */
2931 } /* for body lcoations */ 3149 } /* for body lcoations */
2932 return 0; 3150 return 0;
2933} 3151}
2934 3152
2935/** 3153/**
2936 * Checks to see if 'who' can apply object 'op'. 3154 * Checks to see if 'who' can apply object 'op'.
2937 * Returns 0 if apply can be done without anything special. 3155 * Returns 0 if apply can be done without anything special.
2941 * 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?)
2942 * 3160 *
2943 * See include/define.h for detailed description of the meaning of 3161 * See include/define.h for detailed description of the meaning of
2944 * these return values. 3162 * these return values.
2945 */ 3163 */
3164int
2946int can_apply_object(object *who, object *op) 3165can_apply_object (object *who, object *op)
2947{ 3166{
2948 if (INVOKE_OBJECT (CAN_BE_APPLIED, op, ARG_OBJECT (who)) 3167 if (INVOKE_OBJECT (CAN_BE_APPLIED, op, ARG_OBJECT (who)) || INVOKE_OBJECT (CAN_APPLY, who, ARG_OBJECT (op)))
2949 || INVOKE_OBJECT (CAN_APPLY, who, ARG_OBJECT (op)))
2950 return RESULT_INT (0); 3168 return RESULT_INT (0);
2951 3169
2952 int i, retval=0; 3170 int i, retval = 0;
2953 object *tmp=NULL, *ws=NULL; 3171 object *tmp = NULL, *ws = NULL;
2954 3172
2955 /* 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
2956 * 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
2957 * 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
2958 * in place and store that way. 3176 * in place and store that way.
2959 */ 3177 */
2960 if (op->type == WEAPON || op->type == SHIELD) { 3178 if (op->type == WEAPON || op->type == SHIELD)
3179 {
2961 for (tmp=who->inv; tmp && !ws; tmp=tmp->below) { 3180 for (tmp = who->inv; tmp && !ws; tmp = tmp->below)
3181 {
2962 if (QUERY_FLAG(tmp, FLAG_APPLIED) && tmp->type == op->type) { 3182 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == op->type)
3183 {
2963 retval = CAN_APPLY_UNAPPLY; 3184 retval = CAN_APPLY_UNAPPLY;
2964 ws = tmp; 3185 ws = tmp;
2965 } 3186 }
2966 } 3187 }
2967 } 3188 }
3189
3190
3191 for (i = 0; i < NUM_BODY_LOCATIONS; i++)
3192 {
3193 if (op->body_info[i])
2968 3194 {
2969
2970 for (i=0; i<NUM_BODY_LOCATIONS; i++) {
2971 if (op->body_info[i]) {
2972 /* Item uses more slots than we have */ 3195 /* Item uses more slots than we have */
2973 if (FABS(op->body_info[i]) > who->body_info[i]) { 3196 if (FABS (op->body_info[i]) > who->body_info[i])
3197 {
2974 /* Could return now for efficiently - rest of info below isn' 3198 /* Could return now for efficiently - rest of info below isn'
2975 * really needed. 3199 * really needed.
2976 */ 3200 */
2977 retval |= CAN_APPLY_NEVER; 3201 retval |= CAN_APPLY_NEVER;
3202 }
2978 } else if ((who->body_used[i] + op->body_info[i]) < 0) { 3203 else if ((who->body_used[i] + op->body_info[i]) < 0)
3204 {
2979 /* in this case, equipping this would use more free spots than 3205 /* in this case, equipping this would use more free spots than
2980 * we have. 3206 * we have.
2981 */ 3207 */
2982 object *tmp1; 3208 object *tmp1;
2983 3209
2984 3210
2985 /* 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
2986 * 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
2987 * 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
2988 * shield equipped and try to equip another shield, there is only 3214 * shield equipped and try to equip another shield, there is only
2989 * one choice. However, the check for the number of body locations 3215 * one choice. However, the check for the number of body locations
2990 * does take into the account cases where what is being applied 3216 * does take into the account cases where what is being applied
2991 * may be two handed for example. 3217 * may be two handed for example.
2992 */ 3218 */
2993 if (ws) { 3219 if (ws)
3220 {
2994 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)
3222 {
2995 retval |= CAN_APPLY_UNAPPLY; 3223 retval |= CAN_APPLY_UNAPPLY;
2996 continue; 3224 continue;
2997 } 3225 }
2998 } 3226 }
2999 3227
3000 tmp1 = get_item_from_body_location(who->inv, i); 3228 tmp1 = get_item_from_body_location (who->inv, i);
3001 if (!tmp1) { 3229 if (!tmp1)
3230 {
3002#if 0 3231#if 0
3003 /* 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
3004 * join in with more stuff equipped than they are now allowed. 3233 * join in with more stuff equipped than they are now allowed.
3005 */ 3234 */
3006 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);
3007 i, who->name);
3008#endif 3236#endif
3009 retval |= CAN_APPLY_NEVER; 3237 retval |= CAN_APPLY_NEVER;
3238 }
3010 } else { 3239 else
3240 {
3011 /* need to unapply something. However, if this something 3241 /* need to unapply something. However, if this something
3012 * is different than we had found before, it means they need 3242 * is different than we had found before, it means they need
3013 * to apply multiple objects 3243 * to apply multiple objects
3014 */ 3244 */
3015 retval |= CAN_APPLY_UNAPPLY; 3245 retval |= CAN_APPLY_UNAPPLY;
3246 if (!tmp)
3016 if (!tmp) tmp = tmp1; 3247 tmp = tmp1;
3017 else if (tmp != tmp1) { 3248 else if (tmp != tmp1)
3249 {
3018 retval |= CAN_APPLY_UNAPPLY_MULT; 3250 retval |= CAN_APPLY_UNAPPLY_MULT;
3019 } 3251 }
3020 /* 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
3021 * 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
3022 * the slots, the player then has a choice. 3254 * the slots, the player then has a choice.
3023 */ 3255 */
3024 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]))
3025 (FABS(op->body_info[i]) < who->body_info[i]))
3026 retval |= CAN_APPLY_UNAPPLY_CHOICE; 3257 retval |= CAN_APPLY_UNAPPLY_CHOICE;
3027 3258
3028 /* Does unequippint 'tmp1' free up enough slots for this to be 3259 /* Does unequippint 'tmp1' free up enough slots for this to be
3029 * equipped? If not, there must be something else to unapply. 3260 * equipped? If not, there must be something else to unapply.
3030 */ 3261 */
3031 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)
3032 retval |= CAN_APPLY_UNAPPLY_MULT; 3263 retval |= CAN_APPLY_UNAPPLY_MULT;
3033 3264
3034 } 3265 }
3035 } /* if not enough free slots */ 3266 } /* if not enough free slots */
3036 } /* if this object uses location i */ 3267 } /* if this object uses location i */
3037 } /* for i -> num_body_locations loop */ 3268 } /* for i -> num_body_locations loop */
3038 3269
3039 /* 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
3040 * really be controlled by use of body locations. We do have 3271 * really be controlled by use of body locations. We do have
3041 * the weapon/shield checks, and the range checks for monsters, 3272 * the weapon/shield checks, and the range checks for monsters,
3042 * 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,
3043 * 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
3044 * all use the same location. 3275 * all use the same location.
3045 */ 3276 */
3046 if (op->type == WEAPON && !QUERY_FLAG(who,FLAG_USE_WEAPON)) 3277 if (op->type == WEAPON && !QUERY_FLAG (who, FLAG_USE_WEAPON))
3278 retval |= CAN_APPLY_RESTRICTION;
3279 if (op->type == SHIELD && !QUERY_FLAG (who, FLAG_USE_SHIELD))
3280 retval |= CAN_APPLY_RESTRICTION;
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))
3047 retval |= CAN_APPLY_RESTRICTION; 3286 retval |= CAN_APPLY_RESTRICTION;
3048 if (op->type == SHIELD && !QUERY_FLAG(who,FLAG_USE_SHIELD)) 3287 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW))
3049 retval |= CAN_APPLY_RESTRICTION; 3288 retval |= CAN_APPLY_RESTRICTION;
3050
3051
3052 if (who->type != PLAYER) {
3053 if ((op->type == WAND || op->type == HORN || op->type==ROD)
3054 && !QUERY_FLAG(who, FLAG_USE_RANGE))
3055 retval |= CAN_APPLY_RESTRICTION;
3056 if (op->type == BOW && !QUERY_FLAG(who, FLAG_USE_BOW))
3057 retval |= CAN_APPLY_RESTRICTION;
3058 if (op->type == RING && !QUERY_FLAG(who, FLAG_USE_RING)) 3289 if (op->type == RING && !QUERY_FLAG (who, FLAG_USE_RING))
3059 retval |= CAN_APPLY_RESTRICTION; 3290 retval |= CAN_APPLY_RESTRICTION;
3060 if (op->type == BOW && !QUERY_FLAG(who, FLAG_USE_BOW)) 3291 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW))
3061 retval |= CAN_APPLY_RESTRICTION; 3292 retval |= CAN_APPLY_RESTRICTION;
3062 } 3293 }
3063 return retval; 3294 return retval;
3064} 3295}
3065 3296
3066 3297
3067 3298
3068/** 3299/**
3069 * 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.
3070 * 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,
3071 * 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
3085 * 3316 *
3086 * Usage example: apply_special (who, op, AP_UNAPPLY | AP_IGNORE_CURSE) 3317 * Usage example: apply_special (who, op, AP_UNAPPLY | AP_IGNORE_CURSE)
3087 * 3318 *
3088 * apply_special() doesn't check for unpaid items. 3319 * apply_special() doesn't check for unpaid items.
3089 */ 3320 */
3321int
3090int apply_special (object *who, object *op, int aflags) 3322apply_special (object *who, object *op, int aflags)
3091{ 3323{
3092 int basic_flag = aflags & AP_BASIC_FLAGS; 3324 int basic_flag = aflags & AP_BASIC_FLAGS;
3093 object *tmp, *tmp2, *skop=NULL; 3325 object *tmp, *tmp2, *skop = NULL;
3094 int i; 3326 int i;
3095 3327
3096 if(who==NULL) { 3328 if (who == NULL)
3329 {
3097 LOG(llevError,"apply_special() from object without environment.\n"); 3330 LOG (llevError, "apply_special() from object without environment.\n");
3098 return 1; 3331 return 1;
3099 } 3332 }
3100 3333
3101 if(op->env!=who) 3334 if (op->env != who)
3102 return 1; /* op is not in inventory */ 3335 return 1; /* op is not in inventory */
3103 3336
3104 /* trying to unequip op */ 3337 /* trying to unequip op */
3105 if (QUERY_FLAG(op,FLAG_APPLIED)) { 3338 if (QUERY_FLAG (op, FLAG_APPLIED))
3339 {
3106 /* always apply, so no reason to unapply */ 3340 /* always apply, so no reason to unapply */
3107 if (basic_flag == AP_APPLY) return 0; 3341 if (basic_flag == AP_APPLY)
3342 return 0;
3108 3343
3109 if ( ! (aflags & AP_IGNORE_CURSE)
3110 && (QUERY_FLAG(op, FLAG_CURSED) || QUERY_FLAG(op, FLAG_DAMNED))) { 3344 if (!(aflags & AP_IGNORE_CURSE) && (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)))
3111 new_draw_info_format(NDI_UNIQUE, 0, who, 3345 {
3112 "No matter how hard you try, you just can't\nremove %s.", 3346 new_draw_info_format (NDI_UNIQUE, 0, who, "No matter how hard you try, you just can't\nremove %s.", query_name (op));
3113 query_name(op)); 3347 return 1;
3348 }
3349 return unapply_special (who, op, aflags);
3350 }
3351
3352 if (basic_flag == AP_UNAPPLY)
3353 return 0;
3354
3355 i = can_apply_object (who, op);
3356
3357 /* Can't just apply this object. Lets see what not and what to do */
3358 if (i)
3359 {
3360 if (i & CAN_APPLY_NEVER)
3361 {
3362 new_draw_info_format (NDI_UNIQUE, 0, who, "You don't have the body to use a %s\n", query_name (op));
3363 return 1;
3364 }
3365 else if (i & CAN_APPLY_RESTRICTION)
3366 {
3367 new_draw_info_format (NDI_UNIQUE, 0, who, "You have a prohibition against using a %s\n", query_name (op));
3368 return 1;
3369 }
3370 if (who->type != PLAYER)
3371 {
3372 /* Some error, so don't try to equip something more */
3373 if (unapply_for_ob (who, op, aflags))
3114 return 1; 3374 return 1;
3115 } 3375 }
3116 return unapply_special(who, op, aflags); 3376 else
3117 }
3118
3119 if (basic_flag == AP_UNAPPLY) return 0;
3120
3121 i = can_apply_object(who, op);
3122
3123 /* Can't just apply this object. Lets see what not and what to do */
3124 if (i) {
3125 if (i & CAN_APPLY_NEVER) {
3126 new_draw_info_format(NDI_UNIQUE, 0, who, "You don't have the body to use a %s\n", query_name(op));
3127 return 1;
3128 } else if (i & CAN_APPLY_RESTRICTION) {
3129 new_draw_info_format(NDI_UNIQUE, 0, who, "You have a prohibition against using a %s\n", query_name(op));
3130 return 1;
3131 } 3377 {
3132 if (who->type != PLAYER) {
3133 /* Some error, so don't try to equip something more */
3134 if (unapply_for_ob(who, op, aflags)) return 1;
3135 } else {
3136 if (who->contr->unapply == unapply_never ||
3137 (i & CAN_APPLY_UNAPPLY_CHOICE && who->contr->unapply == unapply_nochoice)) { 3378 if (who->contr->unapply == unapply_never || (i & CAN_APPLY_UNAPPLY_CHOICE && who->contr->unapply == unapply_nochoice))
3379 {
3138 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):");
3139 unapply_for_ob(who, op, AP_PRINT); 3381 unapply_for_ob (who, op, AP_PRINT);
3382 return 1;
3383 }
3384 else if (who->contr->unapply == unapply_always || !(i & CAN_APPLY_UNAPPLY_CHOICE))
3385 {
3386 i = unapply_for_ob (who, op, aflags);
3387 if (i)
3140 return 1; 3388 return 1;
3141 } 3389 }
3142 else if (who->contr->unapply == unapply_always || !(i & CAN_APPLY_UNAPPLY_CHOICE)) {
3143 i = unapply_for_ob(who, op, aflags);
3144 if (i) return 1;
3145 } 3390 }
3146 }
3147 } 3391 }
3148 if (op->skill && op->type != SKILL && op->type != SKILL_TOOL) { 3392 if (op->skill && op->type != SKILL && op->type != SKILL_TOOL)
3393 {
3149 skop=find_skill_by_name(who, op->skill); 3394 skop = find_skill_by_name (who, op->skill);
3150 if (!skop) { 3395 if (!skop)
3396 {
3151 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);
3398 return 1;
3399 }
3400 else
3401 {
3402 /* While experience will be credited properly, we want to change the
3403 * skill so that the dam and wc get updated
3404 */
3405 change_skill (who, skop, 0);
3406 }
3407 }
3408
3409 if (who->type == PLAYER && op->item_power && (op->item_power + who->contr->item_power) > (settings.item_power_factor * who->level))
3410 {
3411 new_draw_info (NDI_UNIQUE, 0, who, "Equipping that combined with other items would consume your soul!");
3412 return 1;
3413 }
3414
3415
3416 /* Ok. We are now at the state where we can apply the new object.
3417 * Note that we don't have the checks for can_use_...
3418 * below - that is already taken care of by can_apply_object.
3419 */
3420
3421
3422 if (op->nrof > 1)
3423 tmp = get_split_ob (op, op->nrof - 1);
3424 else
3425 tmp = NULL;
3426
3427 if (INVOKE_OBJECT (BE_READY, op, ARG_OBJECT (who)) || INVOKE_OBJECT (READY, who, ARG_OBJECT (op)))
3428 return RESULT_INT (0);
3429
3430 switch (op->type)
3431 {
3432 case WEAPON:
3433 if (!check_weapon_power (who, op->last_eat))
3434 {
3435 new_draw_info (NDI_UNIQUE, 0, who, "That weapon is too powerful for you to use.");
3436 new_draw_info (NDI_UNIQUE, 0, who, "It would consume your soul!.");
3437 if (tmp != NULL)
3438 (void) insert_ob_in_ob (tmp, who);
3152 return 1; 3439 return 1;
3153 } else {
3154 /* While experience will be credited properly, we want to change the
3155 * skill so that the dam and wc get updated
3156 */
3157 change_skill(who, skop, 0);
3158 }
3159 }
3160
3161 if (who->type == PLAYER && op->item_power &&
3162 (op->item_power + who->contr->item_power) > (settings.item_power_factor * who->level)) {
3163 new_draw_info(NDI_UNIQUE, 0, who, "Equipping that combined with other items would consume your soul!");
3164 return 1;
3165 }
3166
3167
3168 /* Ok. We are now at the state where we can apply the new object.
3169 * Note that we don't have the checks for can_use_...
3170 * below - that is already taken care of by can_apply_object.
3171 */
3172
3173
3174 if(op->nrof > 1)
3175 tmp = get_split_ob(op,op->nrof - 1);
3176 else
3177 tmp = NULL;
3178
3179 if (INVOKE_OBJECT (BE_READY, op, ARG_OBJECT (who))
3180 || INVOKE_OBJECT (READY, who, ARG_OBJECT (op)))
3181 return RESULT_INT (0);
3182
3183 switch(op->type) {
3184 case WEAPON:
3185 if (!check_weapon_power(who, op->last_eat)) {
3186 new_draw_info(NDI_UNIQUE, 0,who,
3187 "That weapon is too powerful for you to use.");
3188 new_draw_info(NDI_UNIQUE, 0, who, "It would consume your soul!.");
3189 if(tmp!=NULL)
3190 (void) insert_ob_in_ob(tmp,who);
3191 return 1;
3192 } 3440 }
3193 if( op->level && (strncmp(op->name,who->name,strlen(who->name)))) { 3441 if (op->level && (strncmp (op->name, who->name, strlen (who->name))))
3442 {
3194 /* 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. */
3195 /* (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) */
3196 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.");
3197 if(tmp!=NULL) 3446 if (tmp != NULL)
3198 (void) insert_ob_in_ob(tmp,who); 3447 (void) insert_ob_in_ob (tmp, who);
3199 return 1; 3448 return 1;
3200 } 3449 }
3201 SET_FLAG(op, FLAG_APPLIED); 3450 SET_FLAG (op, FLAG_APPLIED);
3202 3451
3452 if (skop)
3203 if (skop) change_skill(who, skop, 1); 3453 change_skill (who, skop, 1);
3204 if(!QUERY_FLAG(who,FLAG_READY_WEAPON)) 3454 if (!QUERY_FLAG (who, FLAG_READY_WEAPON))
3205 SET_FLAG(who, FLAG_READY_WEAPON); 3455 SET_FLAG (who, FLAG_READY_WEAPON);
3206 3456
3207 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));
3208 3458
3209 (void) change_abil (who,op); 3459 (void) change_abil (who, op);
3210 break; 3460 break;
3211 3461
3212 case ARMOUR: 3462 case ARMOUR:
3213 case HELMET: 3463 case HELMET:
3214 case SHIELD: 3464 case SHIELD:
3215 case BOOTS: 3465 case BOOTS:
3216 case GLOVES: 3466 case GLOVES:
3217 case GIRDLE: 3467 case GIRDLE:
3218 case BRACERS: 3468 case BRACERS:
3219 case CLOAK: 3469 case CLOAK:
3220 case RING: 3470 case RING:
3221 case AMULET: 3471 case AMULET:
3222 SET_FLAG(op, FLAG_APPLIED); 3472 SET_FLAG (op, FLAG_APPLIED);
3223 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));
3224 (void) change_abil (who,op); 3474 (void) change_abil (who, op);
3225 break; 3475 break;
3226 case LAMP: 3476 case LAMP:
3227 if (op->stats.food < 1) { 3477 if (op->stats.food < 1)
3478 {
3228 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);
3229 " fuel!", op->name);
3230 return 1; 3480 return 1;
3231 } 3481 }
3232 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);
3233 op->name);
3234 tmp2 = arch_to_object(op->other_arch); 3483 tmp2 = arch_to_object (op->other_arch);
3235 tmp2->stats.food = op->stats.food; 3484 tmp2->stats.food = op->stats.food;
3236 SET_FLAG(tmp2, FLAG_APPLIED); 3485 SET_FLAG (tmp2, FLAG_APPLIED);
3237 if (QUERY_FLAG(op, FLAG_INV_LOCKED)) 3486 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
3238 SET_FLAG(tmp2, FLAG_INV_LOCKED); 3487 SET_FLAG (tmp2, FLAG_INV_LOCKED);
3239 insert_ob_in_ob(tmp2, who); 3488 insert_ob_in_ob (tmp2, who);
3240 3489
3241 /* Remove the old lantern */ 3490 /* Remove the old lantern */
3491 if (who->type == PLAYER)
3492 esrv_del_item (who->contr, op->count);
3493
3494 remove_ob (op);
3495 free_object (op);
3496
3497 /* insert the portion that was split off */
3498 if (tmp != NULL)
3499 {
3500 (void) insert_ob_in_ob (tmp, who);
3242 if (who->type == PLAYER) 3501 if (who->type == PLAYER)
3243 esrv_del_item(who->contr, (tag_t)op->count);
3244 remove_ob(op);
3245 free_object(op);
3246
3247 /* insert the portion that was split off */
3248 if(tmp!=NULL) {
3249 (void) insert_ob_in_ob(tmp,who);
3250 if(who->type==PLAYER)
3251 esrv_send_item(who, tmp); 3502 esrv_send_item (who, tmp);
3252 } 3503 }
3253 fix_player(who); 3504 fix_player (who);
3254 if (QUERY_FLAG(op, FLAG_CURSED) || QUERY_FLAG(op, FLAG_DAMNED)) { 3505 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
3506 {
3255 if (who->type == PLAYER) { 3507 if (who->type == PLAYER)
3508 {
3256 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!");
3257 SET_FLAG(tmp2, FLAG_KNOWN_CURSED); 3510 SET_FLAG (tmp2, FLAG_KNOWN_CURSED);
3258 } 3511 }
3259 } 3512 }
3260 if(who->type==PLAYER) 3513 if (who->type == PLAYER)
3261 esrv_send_item(who, tmp2); 3514 esrv_send_item (who, tmp2);
3262 return 0; 3515 return 0;
3263 break; 3516 break;
3264 3517
3265 /* this part is needed for skill-tools */ 3518 /* this part is needed for skill-tools */
3266 case SKILL: 3519 case SKILL:
3267 case SKILL_TOOL: 3520 case SKILL_TOOL:
3268 if (who->chosen_skill) { 3521 if (who->chosen_skill)
3522 {
3269 LOG (llevError, "BUG: apply_special(): can't apply two skills\n"); 3523 LOG (llevError, "BUG: apply_special(): can't apply two skills\n");
3270 return 1; 3524 return 1;
3271 } 3525 }
3272 if (who->type == PLAYER) { 3526 if (who->type == PLAYER)
3527 {
3273 who->contr->shoottype = range_skill; 3528 who->contr->shoottype = range_skill;
3274 who->contr->ranges[range_skill] = op; 3529 who->contr->ranges[range_skill] = op;
3275 if ( ! op->invisible) { 3530 if (!op->invisible)
3276 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.",
3277 query_name (op));
3278 new_draw_info_format (NDI_UNIQUE, 0, who,
3279 "You can now use the skill: %s.",
3280 op->skill);
3281 } else {
3282 new_draw_info_format (NDI_UNIQUE, 0, who, "Readied skill: %s.",
3283 op->skill? op->skill:op->name);
3284 } 3531 {
3285 }
3286 SET_FLAG (op, FLAG_APPLIED);
3287 (void) change_abil (who, op);
3288 who->chosen_skill = op;
3289 SET_FLAG (who, FLAG_READY_SKILL);
3290 break;
3291
3292 case BOW:
3293 if (!check_weapon_power(who, op->last_eat)) {
3294 new_draw_info(NDI_UNIQUE, 0, who,
3295 "That item is too powerful for you to use.");
3296 new_draw_info(NDI_UNIQUE, 0, who, "It would consume your soul!.");
3297 if(tmp != NULL)
3298 (void)insert_ob_in_ob(tmp,who);
3299 return 1;
3300 }
3301 if( op->level && (strncmp(op->name,who->name,strlen(who->name)))) {
3302 new_draw_info(NDI_UNIQUE, 0, who,
3303 "The weapon does not recognize you as its owner.");
3304 if(tmp != NULL)
3305 (void)insert_ob_in_ob(tmp,who);
3306 return 1;
3307 }
3308 /*FALLTHROUGH*/
3309 case WAND:
3310 case ROD:
3311 case HORN:
3312 /* check for skill, alter player status */
3313 SET_FLAG(op, FLAG_APPLIED);
3314 if (skop) change_skill(who, skop, 0);
3315 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.", query_name(op)); 3532 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.", query_name (op));
3533 new_draw_info_format (NDI_UNIQUE, 0, who, "You can now use the skill: %s.", &op->skill);
3534 }
3535 else
3536 {
3537 new_draw_info_format (NDI_UNIQUE, 0, who, "Readied skill: %s.", op->skill ? &op->skill : &op->name);
3538 }
3539 }
3540 SET_FLAG (op, FLAG_APPLIED);
3541 (void) change_abil (who, op);
3542 who->chosen_skill = op;
3543 SET_FLAG (who, FLAG_READY_SKILL);
3544 break;
3316 3545
3546 case BOW:
3547 if (!check_weapon_power (who, op->last_eat))
3548 {
3549 new_draw_info (NDI_UNIQUE, 0, who, "That item is too powerful for you to use.");
3550 new_draw_info (NDI_UNIQUE, 0, who, "It would consume your soul!.");
3551 if (tmp != NULL)
3552 (void) insert_ob_in_ob (tmp, who);
3553 return 1;
3554 }
3555 if (op->level && (strncmp (op->name, who->name, strlen (who->name))))
3556 {
3557 new_draw_info (NDI_UNIQUE, 0, who, "The weapon does not recognize you as its owner.");
3558 if (tmp != NULL)
3559 (void) insert_ob_in_ob (tmp, who);
3560 return 1;
3561 }
3562 /*FALLTHROUGH*/ case WAND:
3563 case ROD:
3564 case HORN:
3565 /* check for skill, alter player status */
3566 SET_FLAG (op, FLAG_APPLIED);
3567 if (skop)
3568 change_skill (who, skop, 0);
3569 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.", query_name (op));
3570
3317 if(who->type==PLAYER) { 3571 if (who->type == PLAYER)
3572 {
3318 if (op->type == BOW) { 3573 if (op->type == BOW)
3574 {
3319 (void)change_abil(who, op); 3575 (void) change_abil (who, op);
3320 new_draw_info_format (NDI_UNIQUE, 0, who, 3576 new_draw_info_format (NDI_UNIQUE, 0, who,
3321 "You will now fire %s with %s.",
3322 op->race ? op->race : "nothing", query_name(op)); 3577 "You will now fire %s with %s.", op->race ? &op->race : "nothing", query_name (op));
3323 who->contr->shoottype = range_bow; 3578 who->contr->shoottype = range_bow;
3579 }
3324 } else { 3580 else
3581 {
3325 who->contr->shoottype = range_misc; 3582 who->contr->shoottype = range_misc;
3326 } 3583 }
3584 }
3327 } else { 3585 else
3586 {
3328 if (op->type == BOW) 3587 if (op->type == BOW)
3329 SET_FLAG (who, FLAG_READY_BOW); 3588 SET_FLAG (who, FLAG_READY_BOW);
3330 else 3589 else
3331 SET_FLAG (who, FLAG_READY_RANGE); 3590 SET_FLAG (who, FLAG_READY_RANGE);
3332 } 3591 }
3333 break; 3592 break;
3334 3593
3335 case BUILDER: 3594 case BUILDER:
3336 if ( who->contr->ranges[ range_builder ] ) 3595 if (who->contr->ranges[range_builder])
3337 unapply_special( who, who->contr->ranges[ range_builder ], 0 ); 3596 unapply_special (who, who->contr->ranges[range_builder], 0);
3338 who->contr->shoottype = range_builder; 3597 who->contr->shoottype = range_builder;
3339 who->contr->ranges[ range_builder ] = op; 3598 who->contr->ranges[range_builder] = op;
3340 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));
3341 break; 3600 break;
3342 3601
3343 default: 3602 default:
3344 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));
3345 } /* end of switch op->type */ 3604 } /* end of switch op->type */
3346 3605
3347 SET_FLAG(op, FLAG_APPLIED); 3606 SET_FLAG (op, FLAG_APPLIED);
3348 3607
3349 if(tmp!=NULL) 3608 if (tmp != NULL)
3350 tmp = insert_ob_in_ob(tmp,who); 3609 tmp = insert_ob_in_ob (tmp, who);
3351 3610
3352 fix_player(who); 3611 fix_player (who);
3353 3612
3354 /* We exclude spell casting objects. The fire code will set the 3613 /* We exclude spell casting objects. The fire code will set the
3355 * been applied flag when they are used - until that point, 3614 * been applied flag when they are used - until that point,
3356 * you don't know anything about them. 3615 * you don't know anything about them.
3357 */ 3616 */
3358 if (who->type == PLAYER && op->type!=WAND && op->type!=HORN && 3617 if (who->type == PLAYER && op->type != WAND && op->type != HORN && op->type != ROD)
3359 op->type!=ROD)
3360 SET_FLAG(op,FLAG_BEEN_APPLIED); 3618 SET_FLAG (op, FLAG_BEEN_APPLIED);
3361 3619
3362 if (QUERY_FLAG(op, FLAG_CURSED) || QUERY_FLAG(op, FLAG_DAMNED)) { 3620 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
3621 {
3363 if (who->type == PLAYER) { 3622 if (who->type == PLAYER)
3623 {
3364 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!");
3365 SET_FLAG(op,FLAG_KNOWN_CURSED); 3625 SET_FLAG (op, FLAG_KNOWN_CURSED);
3366 } 3626 }
3367 } 3627 }
3368 if(who->type==PLAYER) { 3628 if (who->type == PLAYER)
3629 {
3369 /* if multiple objects were applied, update both slots */ 3630 /* if multiple objects were applied, update both slots */
3370 if (tmp) 3631 if (tmp)
3371 esrv_send_item(who, tmp); 3632 esrv_send_item (who, tmp);
3372 esrv_send_item(who, op); 3633 esrv_send_item (who, op);
3373 } 3634 }
3374 return 0; 3635 return 0;
3375} 3636}
3376 3637
3377 3638
3639int
3378int monster_apply_special (object *who, object *op, int aflags) 3640monster_apply_special (object *who, object *op, int aflags)
3379{ 3641{
3380 if (QUERY_FLAG (op, FLAG_UNPAID) && ! QUERY_FLAG (op, FLAG_APPLIED)) 3642 if (QUERY_FLAG (op, FLAG_UNPAID) && !QUERY_FLAG (op, FLAG_APPLIED))
3381 return 1; 3643 return 1;
3382 return apply_special (who, op, aflags); 3644 return apply_special (who, op, aflags);
3383} 3645}
3384 3646
3385/** 3647/**
3386 * Map was just loaded, handle op's initialisation. 3648 * Map was just loaded, handle op's initialisation.
3387 * 3649 *
3388 * Generates shop floor's item, and treasures. 3650 * Generates shop floor's item, and treasures.
3389 */ 3651 */
3652int
3390int auto_apply (object *op) { 3653auto_apply (object *op)
3654{
3391 object *tmp = NULL, *tmp2; 3655 object *tmp = NULL, *tmp2;
3392 int i; 3656 int i;
3393 3657
3394 switch(op->type) { 3658 switch (op->type)
3659 {
3395 case SHOP_FLOOR: 3660 case SHOP_FLOOR:
3396 if (!HAS_RANDOM_ITEMS(op)) return 0; 3661 if (!HAS_RANDOM_ITEMS (op))
3662 return 0;
3663 do
3397 do { 3664 {
3398 i=10; /* let's give it 10 tries */ 3665 i = 10; /* let's give it 10 tries */
3399 while((tmp=generate_treasure(op->randomitems, 3666 while ((tmp = generate_treasure (op->randomitems,
3400 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);
3401 if(tmp==NULL) 3668 if (tmp == NULL)
3402 return 0;
3403 if(QUERY_FLAG(tmp, FLAG_CURSED) || QUERY_FLAG(tmp, FLAG_DAMNED)) {
3404 free_object(tmp);
3405 tmp = NULL;
3406 }
3407 } while(!tmp);
3408 tmp->x=op->x;
3409 tmp->y=op->y;
3410 SET_FLAG(tmp,FLAG_UNPAID);
3411 insert_ob_in_map(tmp,op->map,NULL,0);
3412 CLEAR_FLAG(op,FLAG_AUTO_APPLY);
3413 identify(tmp);
3414 break;
3415
3416 case TREASURE:
3417 if (QUERY_FLAG(op,FLAG_IS_A_TEMPLATE))
3418 return 0; 3669 return 0;
3670 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
3671 {
3672 free_object (tmp);
3673 tmp = NULL;
3674 }
3675 }
3676 while (!tmp);
3677 tmp->x = op->x;
3678 tmp->y = op->y;
3679 SET_FLAG (tmp, FLAG_UNPAID);
3680 insert_ob_in_map (tmp, op->map, NULL, 0);
3681 CLEAR_FLAG (op, FLAG_AUTO_APPLY);
3682 identify (tmp);
3683 break;
3684
3685 case TREASURE:
3686 if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
3687 return 0;
3419 while ((op->stats.hp--)>0) 3688 while ((op->stats.hp--) > 0)
3420 create_treasure(op->randomitems, op, op->map?GT_ENVIRONMENT:0, 3689 create_treasure (op->randomitems, op, op->map ? GT_ENVIRONMENT : 0,
3421 op->stats.exp ? (int)op->stats.exp :
3422 op->map == NULL ? 14: op->map->difficulty,0); 3690 op->stats.exp ? (int) op->stats.exp : op->map == NULL ? 14 : op->map->difficulty, 0);
3423 3691
3424 /* 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,
3425 * 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
3426 * to disappear. An example of this item is the random_* stuff 3694 * to disappear. An example of this item is the random_* stuff
3427 * that is put inside other objects. 3695 * that is put inside other objects.
3428 */ 3696 */
3429 for (tmp=op->inv; tmp; tmp=tmp2) { 3697 for (tmp = op->inv; tmp; tmp = tmp2)
3698 {
3430 tmp2 = tmp->below; 3699 tmp2 = tmp->below;
3431 remove_ob(tmp);
3432 if (op->env) insert_ob_in_ob(tmp, op->env);
3433 else free_object(tmp);
3434 }
3435 remove_ob(op); 3700 remove_ob (tmp);
3701 if (op->env)
3702 insert_ob_in_ob (tmp, op->env);
3703 else
3704 free_object (tmp);
3705 }
3706 remove_ob (op);
3436 free_object(op); 3707 free_object (op);
3437 break; 3708 break;
3438 } 3709 }
3439 return tmp ? 1 : 0; 3710 return tmp ? 1 : 0;
3440} 3711}
3441 3712
3442/** 3713/**
3443 * 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
3444 * when an original map is loaded) and performs special actions for 3715 * when an original map is loaded) and performs special actions for
3445 * certain objects (most initialization of chests and creation of 3716 * certain objects (most initialization of chests and creation of
3446 * treasures and stuff). Calls auto_apply if appropriate. 3717 * treasures and stuff). Calls auto_apply if appropriate.
3447 */ 3718 */
3448 3719void
3449void fix_auto_apply(mapstruct *m) { 3720fix_auto_apply (maptile *m)
3721{
3450 object *tmp,*above=NULL; 3722 object *tmp, *above = NULL;
3451 int x,y; 3723 int x, y;
3452 3724
3453 if(m==NULL) return; 3725 if (m == NULL)
3726 return;
3454 3727
3455 for(x=0;x<MAP_WIDTH(m);x++) 3728 for (x = 0; x < MAP_WIDTH (m); x++)
3456 for(y=0;y<MAP_HEIGHT(m);y++) 3729 for (y = 0; y < MAP_HEIGHT (m); y++)
3457 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)
3731 {
3458 above=tmp->above; 3732 above = tmp->above;
3459 3733
3460 if (tmp->inv) { 3734 if (tmp->inv)
3735 {
3461 object *invtmp, *invnext; 3736 object *invtmp, *invnext;
3462 3737
3463 for (invtmp=tmp->inv; invtmp != NULL; invtmp = invnext) { 3738 for (invtmp = tmp->inv; invtmp != NULL; invtmp = invnext)
3739 {
3464 invnext = invtmp->below; 3740 invnext = invtmp->below;
3465 3741
3466 if(QUERY_FLAG(invtmp,FLAG_AUTO_APPLY)) 3742 if (QUERY_FLAG (invtmp, FLAG_AUTO_APPLY))
3467 auto_apply(invtmp); 3743 auto_apply (invtmp);
3468 else if(invtmp->type==TREASURE && HAS_RANDOM_ITEMS(invtmp)) { 3744 else if (invtmp->type == TREASURE && HAS_RANDOM_ITEMS (invtmp))
3745 {
3469 while ((invtmp->stats.hp--)>0) 3746 while ((invtmp->stats.hp--) > 0)
3470 create_treasure(invtmp->randomitems, invtmp, 0, 3747 create_treasure (invtmp->randomitems, invtmp, 0, m->difficulty, 0);
3471 m->difficulty,0); 3748
3472 invtmp->randomitems = NULL; 3749 invtmp->randomitems = NULL;
3473 }
3474 else if (invtmp && invtmp->arch &&
3475 invtmp->type!=TREASURE &&
3476 invtmp->type != SPELL &&
3477 invtmp->type != CLASS &&
3478 HAS_RANDOM_ITEMS(invtmp)) {
3479 create_treasure(invtmp->randomitems, invtmp, 0,
3480 m->difficulty,0);
3481 /* Need to clear this so that we never try to create
3482 * treasure again for this object
3483 */
3484 invtmp->randomitems = NULL;
3485 }
3486 } 3750 }
3487 /* This is really temporary - the code at the bottom will 3751 else if (invtmp && invtmp->arch
3488 * also set randomitems to null. The problem is there are bunches 3752 && invtmp->type != TREASURE && invtmp->type != SPELL && invtmp->type != CLASS && HAS_RANDOM_ITEMS (invtmp))
3489 * of maps/players already out there with items that have spells
3490 * which haven't had the randomitems set to null yet.
3491 * MSW 2004-05-13
3492 * 3753 {
3493 * And if it's a spellbook, it's better to set randomitems to NULL too, 3754 create_treasure (invtmp->randomitems, invtmp, 0, m->difficulty, 0);
3494 * else you get two spells in the book ^_- 3755 /* Need to clear this so that we never try to create
3495 * Ryo 2004-08-16 3756 * treasure again for this object
3496 */ 3757 */
3497 if (tmp->type == WAND || tmp->type == ROD || tmp->type == SCROLL ||
3498 tmp->type == HORN || tmp->type == FIREWALL || tmp->type == POTION ||
3499 tmp->type == ALTAR || tmp->type == SPELLBOOK)
3500 tmp->randomitems = NULL;
3501
3502 }
3503
3504 if(QUERY_FLAG(tmp,FLAG_AUTO_APPLY))
3505 auto_apply(tmp);
3506 else if((tmp->type==TREASURE || (tmp->type==CONTAINER))&& HAS_RANDOM_ITEMS(tmp)) {
3507 while ((tmp->stats.hp--)>0)
3508 create_treasure(tmp->randomitems, tmp, 0,
3509 m->difficulty,0);
3510 tmp->randomitems = NULL; 3758 invtmp->randomitems = NULL;
3511 }
3512 else if(tmp->type==TIMED_GATE) {
3513 object *head = tmp->head != NULL ? tmp->head : tmp;
3514 if (QUERY_FLAG(head, FLAG_IS_LINKED)) {
3515 tmp->speed = 0;
3516 update_ob_speed(tmp);
3517 } 3759 }
3518 } 3760 }
3519 /* This function can be called everytime a map is loaded, even when 3761 /* This is really temporary - the code at the bottom will
3520 * swapping back in. As such, we don't want to create the treasure 3762 * also set randomitems to null. The problem is there are bunches
3521 * over and ove again, so after we generate the treasure, blank out 3763 * of maps/players already out there with items that have spells
3522 * randomitems so if it is swapped in again, it won't make anything. 3764 * which haven't had the randomitems set to null yet.
3523 * This is a problem for the above objects, because they have counters 3765 * MSW 2004-05-13
3524 * which say how many times to make the treasure. 3766 *
3767 * And if it's a spellbook, it's better to set randomitems to NULL too,
3768 * else you get two spells in the book ^_-
3769 * Ryo 2004-08-16
3525 */ 3770 */
3526 else if(tmp && tmp->arch && tmp->type!=PLAYER && tmp->type!=TREASURE && 3771 if (tmp->type == WAND || tmp->type == ROD || tmp->type == SCROLL
3527 tmp->type != SPELL && tmp->type != PLAYER_CHANGER && tmp->type != CLASS && 3772 || tmp->type == HORN || tmp->type == FIREWALL || tmp->type == POTION || tmp->type == ALTAR || tmp->type == SPELLBOOK)
3528 HAS_RANDOM_ITEMS(tmp)) {
3529 create_treasure(tmp->randomitems, tmp, GT_APPLY,
3530 m->difficulty,0);
3531 tmp->randomitems = NULL; 3773 tmp->randomitems = NULL;
3774
3775 }
3776
3777 if (QUERY_FLAG (tmp, FLAG_AUTO_APPLY))
3778 auto_apply (tmp);
3779 else if ((tmp->type == TREASURE || (tmp->type == CONTAINER)) && HAS_RANDOM_ITEMS (tmp))
3780 {
3781 while ((tmp->stats.hp--) > 0)
3782 create_treasure (tmp->randomitems, tmp, 0, m->difficulty, 0);
3783 tmp->randomitems = NULL;
3784 }
3785 else if (tmp->type == TIMED_GATE)
3786 {
3787 object *head = tmp->head != NULL ? tmp->head : tmp;
3788
3789 if (QUERY_FLAG (head, FLAG_IS_LINKED))
3790 {
3791 tmp->speed = 0;
3792 update_ob_speed (tmp);
3532 } 3793 }
3533 } 3794 }
3795 /* This function can be called everytime a map is loaded, even when
3796 * swapping back in. As such, we don't want to create the treasure
3797 * over and ove again, so after we generate the treasure, blank out
3798 * randomitems so if it is swapped in again, it won't make anything.
3799 * This is a problem for the above objects, because they have counters
3800 * which say how many times to make the treasure.
3801 */
3802 else if (tmp && tmp->arch && tmp->type != PLAYER
3803 && tmp->type != TREASURE && tmp->type != SPELL
3804 && tmp->type != PLAYER_CHANGER && tmp->type != CLASS && HAS_RANDOM_ITEMS (tmp))
3805 {
3806 create_treasure (tmp->randomitems, tmp, GT_APPLY, m->difficulty, 0);
3807 tmp->randomitems = NULL;
3808 }
3809 }
3534 3810
3535 for(x=0;x<MAP_WIDTH(m);x++) 3811 for (x = 0; x < MAP_WIDTH (m); x++)
3536 for(y=0;y<MAP_HEIGHT(m);y++) 3812 for (y = 0; y < MAP_HEIGHT (m); y++)
3537 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)
3538 if (tmp->above &&
3539 (tmp->type == TRIGGER_BUTTON || tmp->type == TRIGGER_PEDESTAL)) 3814 if (tmp->above && (tmp->type == TRIGGER_BUTTON || tmp->type == TRIGGER_PEDESTAL))
3540 check_trigger (tmp, tmp->above); 3815 check_trigger (tmp, tmp->above);
3541} 3816}
3542 3817
3543/** 3818/**
3544 * Handles player eating food that temporarily changes status (resistances, stats). 3819 * Handles player eating food that temporarily changes status (resistances, stats).
3545 * This used to call cast_change_attr(), but 3820 * This used to call cast_change_attr(), but
3546 * 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
3547 * the food changes, just grab a force and use that instead. 3822 * the food changes, just grab a force and use that instead.
3548 */ 3823 */
3549 3824
3825void
3550void eat_special_food(object *who, object *food) { 3826eat_special_food (object *who, object *food)
3827{
3551 object *force; 3828 object *force;
3552 int i, did_one=0; 3829 int i, did_one = 0;
3553 sint8 k; 3830 sint8 k;
3554 3831
3555 force = get_archetype(FORCE_NAME); 3832 force = get_archetype (FORCE_NAME);
3556 3833
3557 for (i=0; i < NUM_STATS; i++) { 3834 for (i = 0; i < NUM_STATS; i++)
3835 {
3558 k = get_attr_value(&food->stats, i); 3836 k = get_attr_value (&food->stats, i);
3559 if (k) { 3837 if (k)
3838 {
3560 set_attr_value(&force->stats, i, k); 3839 set_attr_value (&force->stats, i, k);
3561 did_one = 1; 3840 did_one = 1;
3562 } 3841 }
3563 } 3842 }
3564 3843
3565 /* check if we can protect the eater */ 3844 /* check if we can protect the eater */
3566 for (i=0; i<NROFATTACKS; i++) { 3845 for (i = 0; i < NROFATTACKS; i++)
3846 {
3567 if (food->resist[i]>0) { 3847 if (food->resist[i] > 0)
3848 {
3568 force->resist[i] = food->resist[i] / 2; 3849 force->resist[i] = food->resist[i] / 2;
3569 did_one = 1; 3850 did_one = 1;
3570 } 3851 }
3571 } 3852 }
3572 if (did_one) { 3853 if (did_one)
3854 {
3573 force->speed = 0.1; 3855 force->speed = 0.1;
3574 update_ob_speed(force); 3856 update_ob_speed (force);
3575 /* bigger morsel of food = longer effect time */ 3857 /* bigger morsel of food = longer effect time */
3576 force->stats.food = food->stats.food / 5; 3858 force->stats.food = food->stats.food / 5;
3577 SET_FLAG(force, FLAG_IS_USED_UP); 3859 SET_FLAG (force, FLAG_IS_USED_UP);
3578 SET_FLAG(force, FLAG_APPLIED); 3860 SET_FLAG (force, FLAG_APPLIED);
3579 change_abil(who, force); 3861 change_abil (who, force);
3580 insert_ob_in_ob(force, who); 3862 insert_ob_in_ob (force, who);
3581 } else { 3863 }
3864 else
3865 {
3582 free_object(force); 3866 free_object (force);
3583 } 3867 }
3584 3868
3585 /* check for hp, sp change */ 3869 /* check for hp, sp change */
3586 if(food->stats.hp!=0) { 3870 if (food->stats.hp != 0)
3871 {
3587 if(QUERY_FLAG(food, FLAG_CURSED)) { 3872 if (QUERY_FLAG (food, FLAG_CURSED))
3873 {
3588 strcpy(who->contr->killer,food->name); 3874 strcpy (who->contr->killer, food->name);
3589 hit_player(who, food->stats.hp, food, AT_POISON, 1); 3875 hit_player (who, food->stats.hp, food, AT_POISON, 1);
3876 new_draw_info (NDI_UNIQUE, 0, who, "Eck!...that was poisonous!");
3877 }
3878 else
3879 {
3880 if (food->stats.hp > 0)
3881 new_draw_info (NDI_UNIQUE, 0, who, "You begin to feel better.");
3882 else
3590 new_draw_info(NDI_UNIQUE, 0,who,"Eck!...that was poisonous!"); 3883 new_draw_info (NDI_UNIQUE, 0, who, "Eck!...that was poisonous!");
3591 } else {
3592 if(food->stats.hp>0)
3593 new_draw_info(NDI_UNIQUE, 0,who,"You begin to feel better.");
3594 else
3595 new_draw_info(NDI_UNIQUE, 0,who,"Eck!...that was poisonous!");
3596 who->stats.hp += food->stats.hp; 3884 who->stats.hp += food->stats.hp;
3597 } 3885 }
3598 } 3886 }
3599 if(food->stats.sp!=0) { 3887 if (food->stats.sp != 0)
3888 {
3600 if(QUERY_FLAG(food, FLAG_CURSED)) { 3889 if (QUERY_FLAG (food, FLAG_CURSED))
3890 {
3601 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!");
3602 who->stats.sp -= food->stats.sp; 3892 who->stats.sp -= food->stats.sp;
3603 if(who->stats.sp<0) who->stats.sp=0; 3893 if (who->stats.sp < 0)
3604 } else { 3894 who->stats.sp = 0;
3895 }
3896 else
3897 {
3605 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!");
3606 who->stats.sp += food->stats.sp; 3899 who->stats.sp += food->stats.sp;
3607 /* place limit on max sp from food? */ 3900 /* place limit on max sp from food? */
3608 } 3901 }
3609 } 3902 }
3610 fix_player(who); 3903 fix_player (who);
3611} 3904}
3612 3905
3613 3906
3614/** 3907/**
3615 * Designed primarily to light torches/lanterns/etc. 3908 * Designed primarily to light torches/lanterns/etc.
3616 * 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
3617 * the selected object to "burn". -b.t. 3910 * the selected object to "burn". -b.t.
3618 */ 3911 */
3619 3912
3913void
3620void apply_lighter(object *who, object *lighter) { 3914apply_lighter (object *who, object *lighter)
3915{
3621 object *item; 3916 object *item;
3622 int is_player_env=0; 3917 int is_player_env = 0;
3623 uint32 nrof;
3624 tag_t count;
3625 char item_name[MAX_BUF]; 3918 char item_name[MAX_BUF];
3626 3919
3627 item=find_marked_object(who); 3920 item = find_marked_object (who);
3628 if(item) { 3921 if (item)
3922 {
3629 if(lighter->last_eat && lighter->stats.food) { /* lighter gets used up */ 3923 if (lighter->last_eat && lighter->stats.food)
3924 { /* lighter gets used up */
3630 /* Split multiple lighters if they're being used up. Otherwise * 3925 /* Split multiple lighters if they're being used up. Otherwise *
3631 * one charge from each would be used up. --DAMN */ 3926 * one charge from each would be used up. --DAMN */
3632 if(lighter->nrof > 1) { 3927 if (lighter->nrof > 1)
3928 {
3633 object *oneLighter = get_object(); 3929 object *oneLighter = get_object ();
3930
3634 copy_object(lighter, oneLighter); 3931 copy_object (lighter, oneLighter);
3635 lighter->nrof -= 1; 3932 lighter->nrof -= 1;
3636 oneLighter->nrof = 1; 3933 oneLighter->nrof = 1;
3637 oneLighter->stats.food--; 3934 oneLighter->stats.food--;
3638 esrv_send_item(who, lighter); 3935 esrv_send_item (who, lighter);
3639 oneLighter=insert_ob_in_ob(oneLighter, who); 3936 oneLighter = insert_ob_in_ob (oneLighter, who);
3640 esrv_send_item(who, oneLighter); 3937 esrv_send_item (who, oneLighter);
3938 }
3641 } else { 3939 else
3642 lighter->stats.food--; 3940 lighter->stats.food--;
3643 } 3941 }
3644 3942 else if (lighter->last_eat)
3645 } else if(lighter->last_eat) { /* no charges left in lighter */ 3943 { /* no charges left in lighter */
3646 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);
3647 "You attempt to light the %s with a used up %s.",
3648 item->name, lighter->name);
3649 return; 3945 return;
3650 } 3946 }
3651 /* 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?
3652 * 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
3653 * objects at once. 3949 * objects at once.
3654 */ 3950 */
3655 nrof=item->nrof;
3656 count=item->count;
3657 /* 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
3658 * 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
3659 * some sense. 3953 * some sense.
3660 */ 3954 */
3661 strcpy(item_name, item->name); 3955 strcpy (item_name, item->name);
3662 if (who == is_player_inv(item)) is_player_env=1; 3956 if (who == is_player_inv (item))
3957 is_player_env = 1;
3663 3958
3664 save_throw_object(item,AT_FIRE,who); 3959 save_throw_object (item, AT_FIRE, who);
3665 /* Change to check count and not freed, since the object pointer 3960 /* Change to check count and not freed, since the object pointer
3666 * may have gotten recycled 3961 * may have gotten recycled
3667 */ 3962 */
3668 if ((nrof != item->nrof ) || (count != item->count)) { 3963 if (item->destroyed ())
3669 new_draw_info_format(NDI_UNIQUE, 0,who, 3964 {
3670 "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);
3671 /* Need to update the player so that the players glow radius 3966 /* Need to update the player so that the players glow radius
3672 * gets changed. 3967 * gets changed.
3673 */ 3968 */
3674 if (is_player_env) fix_player(who); 3969 if (is_player_env)
3970 fix_player (who);
3971 }
3675 } else { 3972 else
3676 new_draw_info_format(NDI_UNIQUE, 0,who,
3677 "You attempt to light the %s with the %s and fail.",item->name,lighter->name); 3973 new_draw_info_format (NDI_UNIQUE, 0, who, "You attempt to light the %s with the %s and fail.", &item->name, &lighter->name);
3678 } 3974 }
3679 3975 else /* nothing to light */
3680 } else /* nothing to light */
3681 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.");
3682 3977
3683} 3978}
3684 3979
3685/** 3980/**
3686 * 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.
3687 * scroll_failure()- hacked directly from spell_failure 3982 * scroll_failure()- hacked directly from spell_failure
3688 */ 3983 */
3984void
3689void scroll_failure(object *op, int failure, int power) 3985scroll_failure (object *op, int failure, int power)
3690{ 3986{
3691 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 */
3692 3989
3693 if(failure<= -1&&failure > -15) {/* wonder */ 3990 if (failure <= -1 && failure > -15)
3991 { /* wonder */
3694 object *tmp; 3992 object *tmp;
3695 3993
3696 new_draw_info(NDI_UNIQUE, 0,op,"Your spell warps!."); 3994 new_draw_info (NDI_UNIQUE, 0, op, "Your spell warps!.");
3697 tmp=get_archetype(SPELL_WONDER); 3995 tmp = get_archetype (SPELL_WONDER);
3698 cast_wonder(op, op, 0, tmp); 3996 cast_wonder (op, op, 0, tmp);
3699 free_object(tmp); 3997 free_object (tmp);
3998 }
3700 } else if (failure <= -15&&failure > -35) {/* drain mana */ 3999 else if (failure <= -15 && failure > -35)
4000 { /* drain mana */
3701 new_draw_info(NDI_UNIQUE, 0,op,"Your mana is drained!."); 4001 new_draw_info (NDI_UNIQUE, 0, op, "Your mana is drained!.");
3702 op->stats.sp -= random_roll(0, power-1, op, PREFER_LOW); 4002 op->stats.sp -= random_roll (0, power - 1, op, PREFER_LOW);
3703 if(op->stats.sp<0) op->stats.sp = 0; 4003 if (op->stats.sp < 0)
4004 op->stats.sp = 0;
4005 }
3704 } else if (settings.spell_failure_effects == TRUE) { 4006 else if (settings.spell_failure_effects == TRUE)
4007 {
3705 if (failure <= -35&&failure > -60) { /* confusion */ 4008 if (failure <= -35 && failure > -60)
4009 { /* confusion */
3706 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!");
3707 confuse_player(op,op,power); 4011 confuse_player (op, op, power);
4012 }
3708 } else if (failure <= -60&&failure> -70) {/* paralysis */ 4013 else if (failure <= -60 && failure > -70)
4014 { /* paralysis */
3709 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!");
3710 "you!");
3711 paralyze_player(op,op,power); 4016 paralyze_player (op, op, power);
4017 }
3712 } else if (failure <= -70&&failure> -80) {/* blind */ 4018 else if (failure <= -70 && failure > -80)
4019 { /* blind */
3713 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!");
3714 blind_player(op,op,power); 4021 blind_player (op, op, power);
3715 } else if (failure <= -80) {/* blast the immediate area */ 4022 }
4023 else if (failure <= -80)
4024 { /* blast the immediate area */
3716 object *tmp; 4025 object *tmp;
4026
3717 tmp=get_archetype(LOOSE_MANA); 4027 tmp = get_archetype (LOOSE_MANA);
3718 cast_magic_storm(op,tmp, power); 4028 cast_magic_storm (op, tmp, power);
3719 new_draw_info(NDI_UNIQUE, 0,op,"You unlease uncontrolled mana!"); 4029 new_draw_info (NDI_UNIQUE, 0, op, "You unlease uncontrolled mana!");
3720 free_object(tmp); 4030 free_object (tmp);
3721 } 4031 }
3722 } 4032 }
3723} 4033}
3724 4034
4035void
3725void apply_changes_to_player(object *pl, object *change) { 4036apply_changes_to_player (object *pl, object *change)
4037{
3726 int excess_stat=0; /* if the stat goes over the maximum 4038 int excess_stat = 0; /* if the stat goes over the maximum
3727 for the race, put the excess stat some 4039 for the race, put the excess stat some
3728 where else. */ 4040 where else. */
3729 4041
3730 switch (change->type) { 4042 switch (change->type)
4043 {
3731 case CLASS: { 4044 case CLASS:
4045 {
3732 living *stats = &(pl->contr->orig_stats); 4046 living *stats = &(pl->contr->orig_stats);
3733 living *ns = &(change->stats); 4047 living *ns = &(change->stats);
3734 object *walk; 4048 object *walk;
3735 int flag_change_face=1; 4049 int flag_change_face = 1;
3736 4050
3737 /* the following code assigns stats up to the stat max 4051 /* the following code assigns stats up to the stat max
3738 * for the race, and if the stat max is exceeded, 4052 * for the race, and if the stat max is exceeded,
3739 * tries to randomly reassign the excess stat 4053 * tries to randomly reassign the excess stat
3740 */ 4054 */
3741 int i,j; 4055 int i, j;
4056
3742 for(i=0;i<NUM_STATS;i++) { 4057 for (i = 0; i < NUM_STATS; i++)
4058 {
3743 sint8 stat=get_attr_value(stats,i); 4059 sint8 stat = get_attr_value (stats, i);
3744 int race_bonus = get_attr_value(&(pl->arch->clone.stats),i); 4060 int race_bonus = get_attr_value (&(pl->arch->clone.stats), i);
4061
3745 stat += get_attr_value(ns,i); 4062 stat += get_attr_value (ns, i);
3746 if(stat > 20 + race_bonus) { 4063 if (stat > 20 + race_bonus)
4064 {
3747 excess_stat++; 4065 excess_stat++;
3748 stat = 20+race_bonus; 4066 stat = 20 + race_bonus;
3749 } 4067 }
3750 set_attr_value(stats,i,stat); 4068 set_attr_value (stats, i, stat);
3751 } 4069 }
3752 4070
3753 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++)
4072 { /* try 100 times to assign excess stats */
3754 int i = rndm(0, 6); 4073 int i = rndm (0, 6);
3755 int stat=get_attr_value(stats,i); 4074 int stat = get_attr_value (stats, i);
3756 int race_bonus = get_attr_value(&(pl->arch->clone.stats),i); 4075 int race_bonus = get_attr_value (&(pl->arch->clone.stats), i);
4076
4077 if (i == CHA)
3757 if(i==CHA) continue; /* exclude cha from this */ 4078 continue; /* exclude cha from this */
3758 if( stat < 20 + race_bonus) { 4079 if (stat < 20 + race_bonus)
4080 {
3759 change_attr_value(stats,i,1); 4081 change_attr_value (stats, i, 1);
3760 excess_stat--; 4082 excess_stat--;
3761 } 4083 }
3762 } 4084 }
3763 4085
3764 /* insert the randomitems from the change's treasurelist into 4086 /* insert the randomitems from the change's treasurelist into
3765 * the player ref: player.c 4087 * the player ref: player.c
3766 */ 4088 */
3767 if(change->randomitems!=NULL) 4089 if (change->randomitems != NULL)
3768 give_initial_items(pl,change->randomitems); 4090 give_initial_items (pl, change->randomitems);
3769 4091
3770 4092
3771 /* set up the face, for some races. */ 4093 /* set up the face, for some races. */
3772 4094
3773 /* first, look for the force object banning 4095 /* first, look for the force object banning
3774 * changing the face. Certain races never change face with class. 4096 * changing the face. Certain races never change face with class.
3775 */ 4097 */
3776 for(walk=pl->inv;walk!=NULL;walk=walk->below) 4098 for (walk = pl->inv; walk != NULL; walk = walk->below)
3777 if (!strcmp(walk->name,"NOCLASSFACECHANGE")) flag_change_face=0; 4099 if (!strcmp (walk->name, "NOCLASSFACECHANGE"))
4100 flag_change_face = 0;
3778 4101
3779 if(flag_change_face) { 4102 if (flag_change_face)
4103 {
3780 pl->animation_id = GET_ANIM_ID(change); 4104 pl->animation_id = GET_ANIM_ID (change);
3781 pl->face = change->face; 4105 pl->face = change->face;
3782 4106
3783 if(QUERY_FLAG(change,FLAG_ANIMATE)) 4107 if (QUERY_FLAG (change, FLAG_ANIMATE))
3784 SET_FLAG(pl,FLAG_ANIMATE); 4108 SET_FLAG (pl, FLAG_ANIMATE);
3785 else 4109 else
3786 CLEAR_FLAG(pl,FLAG_ANIMATE); 4110 CLEAR_FLAG (pl, FLAG_ANIMATE);
3787 } 4111 }
3788 4112
3789 /* check the special case of can't use weapons */ 4113 /* check the special case of can't use weapons */
3790 /*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); */
3791 if(!strcmp(change->name,"monk")) CLEAR_FLAG(pl,FLAG_USE_WEAPON); 4115 if (!strcmp (change->name, "monk"))
4116 CLEAR_FLAG (pl, FLAG_USE_WEAPON);
3792 4117
3793 break; 4118 break;
3794 } 4119 }
3795 } 4120 }
3796} 4121}
3797 4122
3798/** 4123/**
3803 * 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.
3804 * The format is as follow: transformer:[number ]yield[;transformer:...]. 4129 * The format is as follow: transformer:[number ]yield[;transformer:...].
3805 * 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.
3806 * 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.
3807 */ 4132 */
4133void
3808void apply_item_transformer( object* pl, object* transformer ) 4134apply_item_transformer (object *pl, object *transformer)
3809 { 4135{
3810 object* marked; 4136 object *marked;
3811 object* new_item; 4137 object *new_item;
3812 char* find; 4138 char *find;
3813 char* separator; 4139 char *separator;
3814 int yield; 4140 int yield;
3815 char got[ MAX_BUF ]; 4141 char got[MAX_BUF];
3816 int len; 4142 int len;
3817 4143
3818 if ( !pl || !transformer ) 4144 if (!pl || !transformer)
3819 return; 4145 return;
3820 marked = find_marked_object( pl ); 4146 marked = find_marked_object (pl);
3821 if ( !marked ) 4147 if (!marked)
3822 { 4148 {
3823 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));
3824 return; 4150 return;
3825 } 4151 }
3826 if ( !marked->slaying ) 4152 if (!marked->slaying)
3827 { 4153 {
3828 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));
3829 return; 4155 return;
3830 } 4156 }
3831 /* check whether they are compatible or not */ 4157 /* check whether they are compatible or not */
3832 find = strstr( marked->slaying, transformer->arch->name ); 4158 find = strstr (marked->slaying, transformer->arch->name);
3833 if ( !find || ( *( find + strlen( transformer->arch->name ) ) != ':' ) ) 4159 if (!find || (*(find + strlen (transformer->arch->name)) != ':'))
3834 { 4160 {
3835 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));
3836 return; 4162 return;
3837 } 4163 }
3838 find += strlen( transformer->arch->name ) + 1; 4164 find += strlen (transformer->arch->name) + 1;
3839 /* 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 */
3840 if ( isdigit( *( find ) ) ) 4166 if (isdigit (*(find)))
3841 { 4167 {
3842 yield = atoi( find ); 4168 yield = atoi (find);
3843 if ( yield < 1 ) 4169 if (yield < 1)
3844 { 4170 {
3845 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);
3846 yield = 1; 4172 yield = 1;
3847 } 4173 }
3848 } 4174 }
3849 else 4175 else
3850 yield = 1; 4176 yield = 1;
3851 4177
3852 while ( isdigit( *find ) ) 4178 while (isdigit (*find))
3853 find++; 4179 find++;
3854 while ( *find == ' ' ) 4180 while (*find == ' ')
3855 find++; 4181 find++;
3856 memset( got, 0, MAX_BUF ); 4182 memset (got, 0, MAX_BUF);
3857 if ( (separator = strchr( find, ';' ))!=NULL) 4183 if ((separator = strchr (find, ';')) != NULL)
3858 { 4184 {
3859 len = separator - find; 4185 len = separator - find;
3860 } 4186 }
3861 else 4187 else
3862 { 4188 {
3863 len = strlen(find); 4189 len = strlen (find);
3864 } 4190 }
3865 if ( len > MAX_BUF-1) 4191 if (len > MAX_BUF - 1)
3866 len = MAX_BUF-1; 4192 len = MAX_BUF - 1;
3867 strcpy( got, find ); 4193 strcpy (got, find);
3868 got[len] = '\0'; 4194 got[len] = '\0';
3869 4195
3870 /* Now create new item, remove used ones when required. */ 4196 /* Now create new item, remove used ones when required. */
3871 new_item = get_archetype( got ); 4197 new_item = get_archetype (got);
3872 if ( !new_item ) 4198 if (!new_item)
3873 { 4199 {
3874 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));
3875 return; 4201 return;
3876 } 4202 }
4203
3877 new_item->nrof = yield; 4204 new_item->nrof = yield;
3878 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));
3879 insert_ob_in_ob( new_item, pl ); 4206 insert_ob_in_ob (new_item, pl);
3880 esrv_send_inventory( pl, pl ); 4207 esrv_send_inventory (pl, pl);
3881 /* Eat up one item */ 4208 /* Eat up one item */
3882 decrease_ob_nr( marked, 1 ); 4209 decrease_ob_nr (marked, 1);
3883 /* Eat one transformer if needed */ 4210 /* Eat one transformer if needed */
3884 if ( transformer->stats.food ) 4211 if (transformer->stats.food)
3885 if ( --transformer->stats.food == 0 ) 4212 if (--transformer->stats.food == 0)
3886 decrease_ob_nr( transformer, 1 ); 4213 decrease_ob_nr (transformer, 1);
3887 } 4214}

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