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/cvs/deliantra/server/server/apply.C
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Comparing deliantra/server/server/apply.C (file contents):
Revision 1.21 by pippijn, Thu Sep 7 10:01:57 2006 UTC vs.
Revision 1.31 by root, Sun Dec 3 20:26:35 2006 UTC

1/*
2 * static char *rcsid_apply_c =
3 * "$Id: apply.C,v 1.21 2006/09/07 10:01:57 pippijn 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 weapon->name = weapon->name_pl = buf; 634 weapon->name = weapon->name_pl = buf;
617 weapon->nrof=0; /* prevents preparing n weapons in the same 635 weapon->nrof = 0; /* prevents preparing n weapons in the same
618 slot at once! */ 636 slot at once! */
619 decrease_ob(improver); 637 decrease_ob (improver);
620 weapon->last_eat=0; 638 weapon->last_eat = 0;
621 return 1; 639 return 1;
622} 640}
623 641
624 642
625/** 643/**
626 * 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.
631 * 649 *
632 * 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
633 * 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 ??
634 * level == max improve last_eat == current improve 652 * level == max improve last_eat == current improve
635 */ 653 */
654int
636int improve_weapon(object *op,object *improver,object *weapon) 655improve_weapon (object *op, object *improver, object *weapon)
637{ 656{
638 int sacrifice_count, sacrifice_needed=0; 657 int sacrifice_count, sacrifice_needed = 0;
639 658
640 if(improver->stats.sp==IMPROVE_PREPARE) { 659 if (improver->stats.sp == IMPROVE_PREPARE)
660 {
641 return prepare_weapon(op, improver, weapon); 661 return prepare_weapon (op, improver, weapon);
642 } 662 }
643 if (weapon->level==0) { 663 if (weapon->level == 0)
664 {
644 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.");
645 return 0; 666 return 0;
646 } 667 }
647 if (weapon->level==weapon->last_eat && weapon->item_power >=100) { 668 if (weapon->level == weapon->last_eat && weapon->item_power >= 100)
669 {
648 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.");
649 return 0; 671 return 0;
650 } 672 }
651 if (QUERY_FLAG(weapon, FLAG_APPLIED) && 673 if (QUERY_FLAG (weapon, FLAG_APPLIED) && !check_weapon_power (op, weapon->last_eat + 1))
652 !check_weapon_power(op, weapon->last_eat+1)) { 674 {
653 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");
654 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");
655 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.");
656 return 0; 678 return 0;
657 } 679 }
658 /* 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
659 * 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,
660 * 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
661 * weapon can be improved. 683 * weapon can be improved.
662 */ 684 */
663 if (improver->stats.sp==IMPROVE_DAMAGE) { 685 if (improver->stats.sp == IMPROVE_DAMAGE)
686 {
664 weapon->stats.dam += 5; 687 weapon->stats.dam += 5;
665 weapon->weight += 5000; /* 5 KG's */ 688 weapon->weight += 5000; /* 5 KG's */
666 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);
667 "Damage has been increased by 5 to %d", weapon->stats.dam);
668 weapon->last_eat++; 690 weapon->last_eat++;
669 691
670 weapon->item_power++; 692 weapon->item_power++;
671 decrease_ob(improver); 693 decrease_ob (improver);
672 return 1; 694 return 1;
673 } 695 }
674 if (improver->stats.sp == IMPROVE_WEIGHT) { 696 if (improver->stats.sp == IMPROVE_WEIGHT)
697 {
675 /* Reduce weight by 20% */ 698 /* Reduce weight by 20% */
676 weapon->weight = (weapon->weight * 8)/10; 699 weapon->weight = (weapon->weight * 8) / 10;
677 if (weapon->weight < 1) weapon->weight = 1; 700 if (weapon->weight < 1)
678 new_draw_info_format(NDI_UNIQUE, 0, op, 701 weapon->weight = 1;
679 "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);
680 (float)weapon->weight/1000.0);
681 weapon->last_eat++; 703 weapon->last_eat++;
682 weapon->item_power++; 704 weapon->item_power++;
683 decrease_ob(improver); 705 decrease_ob (improver);
684 return 1; 706 return 1;
685 } 707 }
686 if (improver->stats.sp == IMPROVE_ENCHANT) { 708 if (improver->stats.sp == IMPROVE_ENCHANT)
709 {
687 weapon->magic++; 710 weapon->magic++;
688 weapon->last_eat++; 711 weapon->last_eat++;
689 new_draw_info_format(NDI_UNIQUE, 0, op 712 new_draw_info_format (NDI_UNIQUE, 0, op, "Weapon magic increased to %d", weapon->magic);
690 ,"Weapon magic increased to %d",weapon->magic);
691 decrease_ob(improver); 713 decrease_ob (improver);
692 weapon->item_power++; 714 weapon->item_power++;
693 return 1; 715 return 1;
694 } 716 }
695 717
696 sacrifice_needed = weapon->stats.Str + weapon->stats.Int + weapon->stats.Dex+ 718 sacrifice_needed = weapon->stats.Str + weapon->stats.Int + weapon->stats.Dex +
697 weapon->stats.Pow + weapon->stats.Con + weapon->stats.Cha + 719 weapon->stats.Pow + weapon->stats.Con + weapon->stats.Cha + weapon->stats.Wis;
698 weapon->stats.Wis;
699 720
700 if (sacrifice_needed<1) 721 if (sacrifice_needed < 1)
701 sacrifice_needed =1; 722 sacrifice_needed = 1;
702 sacrifice_needed *=2; 723 sacrifice_needed *= 2;
703 724
704 sacrifice_count = check_sacrifice(op,improver); 725 sacrifice_count = check_sacrifice (op, improver);
705 if (sacrifice_count < sacrifice_needed) { 726 if (sacrifice_count < sacrifice_needed)
706 new_draw_info_format(NDI_UNIQUE, 0, op, 727 {
707 "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);
708 return 0; 729 return 0;
709 } 730 }
710 eat_item(op,improver->slaying, sacrifice_needed); 731 eat_item (op, improver->slaying, sacrifice_needed);
711 weapon->item_power++; 732 weapon->item_power++;
712 733
713 switch (improver->stats.sp) { 734 switch (improver->stats.sp)
735 {
714 case IMPROVE_STR: 736 case IMPROVE_STR:
715 return improve_weapon_stat(op,improver,weapon, 737 return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Str), 1, "strength");
716 (signed char *) &(weapon->stats.Str),
717 1, "strength");
718 case IMPROVE_DEX: 738 case IMPROVE_DEX:
719 return improve_weapon_stat(op,improver,weapon, 739 return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Dex), 1, "dexterity");
720 (signed char *) &(weapon->stats.Dex),
721 1, "dexterity");
722 case IMPROVE_CON: 740 case IMPROVE_CON:
723 return improve_weapon_stat(op,improver,weapon, 741 return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Con), 1, "constitution");
724 (signed char *) &(weapon->stats.Con),
725 1, "constitution");
726 case IMPROVE_WIS: 742 case IMPROVE_WIS:
727 return improve_weapon_stat(op,improver,weapon, 743 return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Wis), 1, "wisdom");
728 (signed char *) &(weapon->stats.Wis),
729 1, "wisdom");
730 case IMPROVE_CHA: 744 case IMPROVE_CHA:
731 return improve_weapon_stat(op,improver,weapon, 745 return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Cha), 1, "charisma");
732 (signed char *) &(weapon->stats.Cha),
733 1, "charisma");
734 case IMPROVE_INT: 746 case IMPROVE_INT:
735 return improve_weapon_stat(op,improver,weapon, 747 return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Int), 1, "intelligence");
736 (signed char *) &(weapon->stats.Int),
737 1, "intelligence");
738 case IMPROVE_POW: 748 case IMPROVE_POW:
739 return improve_weapon_stat(op,improver,weapon, 749 return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Pow), 1, "power");
740 (signed char *) &(weapon->stats.Pow),
741 1, "power");
742 default: 750 default:
743 new_draw_info(NDI_UNIQUE, 0,op,"Unknown improvement type."); 751 new_draw_info (NDI_UNIQUE, 0, op, "Unknown improvement type.");
744 } 752 }
745 LOG(llevError,"improve_weapon: Got to end of function\n"); 753 LOG (llevError, "improve_weapon: Got to end of function\n");
746 return 0; 754 return 0;
747} 755}
748 756
749/** 757/**
750 * Handles the applying of improve/prepare/enchant weapon scroll. 758 * Handles the applying of improve/prepare/enchant weapon scroll.
751 * 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, ...),
752 * then calls improve_weapon to do the dirty work. 760 * then calls improve_weapon to do the dirty work.
753 */ 761 */
762int
754int check_improve_weapon (object *op, object *tmp) 763check_improve_weapon (object *op, object *tmp)
755{ 764{
756 object *otmp; 765 object *otmp;
757 766
758 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.");
759 return 0; 772 return 0;
760 if (!QUERY_FLAG(op, FLAG_WIZCAST) && (get_map_flags(op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC)) {
761 new_draw_info(NDI_UNIQUE, 0,op,"Something blocks the magic of the scroll.");
762 return 0;
763 } 773 }
764 otmp=find_marked_object(op); 774 otmp = find_marked_object (op);
765 if(!otmp) { 775 if (!otmp)
776 {
766 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.");
767 return 0; 778 return 0;
768 } 779 }
769 if (otmp->type != WEAPON && otmp->type != BOW) { 780 if (otmp->type != WEAPON && otmp->type != BOW)
781 {
770 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");
771 return 0; 783 return 0;
772 } 784 }
773 new_draw_info(NDI_UNIQUE, 0,op,"Applied weapon builder."); 785 new_draw_info (NDI_UNIQUE, 0, op, "Applied weapon builder.");
774 improve_weapon(op,tmp,otmp); 786 improve_weapon (op, tmp, otmp);
775 esrv_send_item(op, otmp); 787 esrv_send_item (op, otmp);
776 return 1; 788 return 1;
777} 789}
778 790
779/** 791/**
780 * This code deals with the armour improvment scrolls. 792 * This code deals with the armour improvment scrolls.
781 * Change limits on improvement - let players go up to 793 * Change limits on improvement - let players go up to
796 * the armour value of the piece of equipment exceed either 808 * the armour value of the piece of equipment exceed either
797 * the users level or 90) 809 * the users level or 90)
798 * Modified by MSW for partial resistance. Only support 810 * Modified by MSW for partial resistance. Only support
799 * changing of physical area right now. 811 * changing of physical area right now.
800 */ 812 */
813int
801int improve_armour(object *op, object *improver, object *armour) 814improve_armour (object *op, object *improver, object *armour)
802{ 815{
803 object *tmp; 816 object *tmp;
804 817
805 if (armour->magic >= settings.armor_max_enchant) { 818 if (armour->magic >= settings.armor_max_enchant)
819 {
806 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.");
807 return 0; 821 return 0;
808 } 822 }
809 /* 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,
810 * 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.
811 * 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
812 * of gnarg and what not?) 826 * of gnarg and what not?)
813 */ 827 */
814 if (armour->title) { 828 if (armour->title)
829 {
815 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.");
816 return 0; 831 return 0;
817 } 832 }
818 833
819 /* Split objects if needed. Can't insert tmp until the 834 /* Split objects if needed. Can't insert tmp until the
820 * end of this function - otherwise it will just re-merge. 835 * end of this function - otherwise it will just re-merge.
821 */ 836 */
822 if(armour->nrof > 1) 837 if (armour->nrof > 1)
823 tmp = get_split_ob(armour,armour->nrof - 1); 838 tmp = get_split_ob (armour, armour->nrof - 1);
824 else 839 else
825 tmp = NULL; 840 tmp = NULL;
826 841
827 armour->magic++; 842 armour->magic++;
828 843
829 if ( !settings.armor_speed_linear ) 844 if (!settings.armor_speed_linear)
830 { 845 {
831 int base = 100; 846 int base = 100;
832 int pow = 0; 847 int pow = 0;
848
833 while ( pow < armour->magic ) 849 while (pow < armour->magic)
834 { 850 {
835 base = base - ( base * settings.armor_speed_improvement ) / 100; 851 base = base - (base * settings.armor_speed_improvement) / 100;
836 pow++; 852 pow++;
837 } 853 }
838 854
839 ARMOUR_SPEED( armour ) = ( ARMOUR_SPEED( &armour->arch->clone ) * base ) / 100; 855 ARMOUR_SPEED (armour) = (ARMOUR_SPEED (&armour->arch->clone) * base) / 100;
840 } 856 }
841 else 857 else
842 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;
843 859
844 if ( !settings.armor_weight_linear ) 860 if (!settings.armor_weight_linear)
845 { 861 {
846 int base = 100; 862 int base = 100;
847 int pow = 0; 863 int pow = 0;
864
848 while ( pow < armour->magic ) 865 while (pow < armour->magic)
849 { 866 {
850 base = base - ( base * settings.armor_weight_reduction ) / 100; 867 base = base - (base * settings.armor_weight_reduction) / 100;
851 pow++; 868 pow++;
852 } 869 }
853 870
854 armour->weight = ( armour->arch->clone.weight * base ) / 100; 871 armour->weight = (armour->arch->clone.weight * base) / 100;
855 } 872 }
856 else 873 else
857 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;
858 875
859 if ( armour->weight <= 0 ) 876 if (armour->weight <= 0)
860 { 877 {
861 LOG( llevInfo, "Warning: enchanted armours can have negative weight\n." ); 878 LOG (llevInfo, "Warning: enchanted armours can have negative weight\n.");
862 armour->weight = 1; 879 armour->weight = 1;
863 } 880 }
864 881
865 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);
866 883
867 if (op->type == PLAYER) { 884 if (op->type == PLAYER)
885 {
868 esrv_send_item(op, armour); 886 esrv_send_item (op, armour);
869 if(QUERY_FLAG(armour, FLAG_APPLIED)) 887 if (QUERY_FLAG (armour, FLAG_APPLIED))
870 fix_player(op); 888 fix_player (op);
871 } 889 }
872 decrease_ob(improver); 890 decrease_ob (improver);
873 if (tmp) { 891 if (tmp)
892 {
874 insert_ob_in_ob(tmp, op); 893 insert_ob_in_ob (tmp, op);
875 esrv_send_item(op, tmp); 894 esrv_send_item (op, tmp);
876 } 895 }
877 return 1; 896 return 1;
878} 897}
879 898
880 899
881/* 900/*
882 * 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
890/* Takes one items and makes another. 909/* Takes one items and makes another.
891 * converter is the object that is doing the conversion. 910 * converter is the object that is doing the conversion.
892 * 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
893 * what the converter wants, this will not do anything. 912 * what the converter wants, this will not do anything.
894 */ 913 */
914int
895int convert_item(object *item, object *converter) { 915convert_item (object *item, object *converter)
916{
896 int nr=0; 917 int nr = 0;
897 uint32 price_in; 918 uint32 price_in;
898 919
899 /* 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,
900 * 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
901 * 3 gp and player drops a platinum, tough luck) 922 * 3 gp and player drops a platinum, tough luck)
902 */ 923 */
903 if (!strcmp(CONV_FROM(converter),"money")) { 924 if (!strcmp (CONV_FROM (converter), "money"))
925 {
904 int cost; 926 int cost;
905 927
906 if(item->type!=MONEY) 928 if (item->type != MONEY)
907 return 0; 929 return 0;
908 930
909 nr=(item->nrof*item->value)/CONV_NEED(converter); 931 nr = (item->nrof * item->value) / CONV_NEED (converter);
932 if (!nr)
910 if (!nr) return 0; 933 return 0;
911 cost=nr*CONV_NEED(converter)/item->value; 934 cost = nr * CONV_NEED (converter) / item->value;
912 /* take into account rounding errors */ 935 /* take into account rounding errors */
913 if (nr*CONV_NEED(converter)%item->value) cost++; 936 if (nr * CONV_NEED (converter) % item->value)
937 cost++;
914 decrease_ob_nr(item, cost); 938 decrease_ob_nr (item, cost);
915 939
916 price_in = cost*item->value; 940 price_in = cost * item->value;
941 }
942 else
917 } 943 {
918 else {
919 if(item->type==PLAYER||CONV_FROM(converter)!=item->arch->name|| 944 if (item->type == PLAYER || CONV_FROM (converter) != item->arch->name ||
920 (CONV_NEED(converter) && CONV_NEED(converter) > (uint16) item->nrof)) 945 (CONV_NEED (converter) && CONV_NEED (converter) > (uint16) item->nrof))
921 return 0; 946 return 0;
922 947
923 if(CONV_NEED(converter)) { 948 if (CONV_NEED (converter))
949 {
924 nr=item->nrof/CONV_NEED(converter); 950 nr = item->nrof / CONV_NEED (converter);
925 decrease_ob_nr(item,nr*CONV_NEED(converter)); 951 decrease_ob_nr (item, nr * CONV_NEED (converter));
926 price_in = nr*CONV_NEED(converter)*item->value; 952 price_in = nr * CONV_NEED (converter) * item->value;
953 }
927 } else { 954 else
955 {
928 price_in = item->value; 956 price_in = item->value;
929 remove_ob(item); 957 remove_ob (item);
930 free_object(item); 958 free_object (item);
931 } 959 }
932 } 960 }
933 961
934 if (converter->inv != NULL) { 962 if (converter->inv != NULL)
963 {
935 object *ob; 964 object *ob;
936 int i; 965 int i;
937 object *ob_to_copy; 966 object *ob_to_copy;
938 967
939 /* select random object from inventory to copy */ 968 /* select random object from inventory to copy */
940 ob_to_copy = converter->inv; 969 ob_to_copy = converter->inv;
941 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 {
942 if (rndm(0, i) == 0) { 972 if (rndm (0, i) == 0)
973 {
943 ob_to_copy = ob; 974 ob_to_copy = ob;
944 } 975 }
945 } 976 }
946 item = object_create_clone(ob_to_copy); 977 item = object_create_clone (ob_to_copy);
947 CLEAR_FLAG(item, FLAG_IS_A_TEMPLATE); 978 CLEAR_FLAG (item, FLAG_IS_A_TEMPLATE);
948 unflag_inv(item, FLAG_IS_A_TEMPLATE); 979 unflag_inv (item, FLAG_IS_A_TEMPLATE);
949 } else { 980 }
981 else
982 {
950 if (converter->other_arch == NULL) { 983 if (converter->other_arch == NULL)
984 {
951 LOG(llevError,"move_creator: Converter doesn't have other arch set: %s (%s, %d, %d)\n", 985 LOG (llevError, "move_creator: Converter doesn't have other arch set: %s (%s, %d, %d)\n",
952 &converter->name, converter->map->path, converter->x, converter->y); 986 &converter->name, converter->map->path, converter->x, converter->y);
953 return -1; 987 return -1;
954 } 988 }
955 989
956 item = object_create_arch(converter->other_arch); 990 item = object_create_arch (converter->other_arch);
957 fix_generated_item(item, converter, 0, 0, GT_MINIMAL); 991 fix_generated_item (item, converter, 0, 0, GT_MINIMAL);
958 } 992 }
959 993
960 if(CONV_NR(converter)) 994 if (CONV_NR (converter))
961 item->nrof=CONV_NR(converter); 995 item->nrof = CONV_NR (converter);
962 if(nr) 996 if (nr)
963 item->nrof*=nr; 997 item->nrof *= nr;
964 if(is_in_shop (converter)) 998 if (is_in_shop (converter))
965 SET_FLAG(item,FLAG_UNPAID); 999 SET_FLAG (item, FLAG_UNPAID);
966 else if(price_in < item->nrof*item->value) { 1000 else if (price_in < item->nrof * item->value)
1001 {
967 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",
968 &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);
969 item->nrof*item->value, &item->name); 1004
970 /** 1005 /**
971 * 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
972 * propably had something in mind when doing this 1007 * propably had something in mind when doing this
973 */ 1008 */
974 } 1009 }
975 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);
976 return 1; 1011 return 1;
977} 1012}
978 1013
979/** 1014/**
980 * Handle apply on containers. 1015 * Handle apply on containers.
981 * By Eneq(@csd.uu.se). 1016 * By Eneq(@csd.uu.se).
982 * 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]
983 * added the alchemical cauldron to the code -b.t. 1018 * added the alchemical cauldron to the code -b.t.
984 */ 1019 */
985 1020
1021int
986int apply_container (object *op, object *sack) 1022apply_container (object *op, object *sack)
987{ 1023{
988 char buf[MAX_BUF]; 1024 char buf[MAX_BUF];
989 object *tmp; 1025 object *tmp;
990 1026
991 if(op->type!=PLAYER) 1027 if (op->type != PLAYER)
992 return 0; /* This might change */ 1028 return 0; /* This might change */
993 1029
994 if (sack==NULL || sack->type != CONTAINER) { 1030 if (sack == NULL || sack->type != CONTAINER)
1031 {
995 LOG (llevError, "apply_container: %s is not container!\n", &sack->name); 1032 LOG (llevError, "apply_container: %s is not container!\n", &sack->name);
996 return 0; 1033 return 0;
997 } 1034 }
998 op->contr->last_used = NULL; 1035 op->contr->last_used = NULL;
999 op->contr->last_used_id = 0; 1036 op->contr->last_used_id = 0;
1000 1037
1001 if (sack->env!=op) { 1038 if (sack->env != op)
1039 {
1002 if (sack->other_arch == NULL || sack->env != NULL) { 1040 if (sack->other_arch == NULL || sack->env != NULL)
1041 {
1003 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.");
1004 return 1; 1043 return 1;
1005 } 1044 }
1006 /* It's on the ground, the problems begin */ 1045 /* It's on the ground, the problems begin */
1007 if (op->container != sack) { 1046 if (op->container != sack)
1047 {
1008 /* it's closed OR some player has opened it */ 1048 /* it's closed OR some player has opened it */
1009 if (QUERY_FLAG(sack, FLAG_APPLIED)) { 1049 if (QUERY_FLAG (sack, FLAG_APPLIED))
1010 for(tmp=get_map_ob(sack->map, sack->x, sack->y); 1050 {
1011 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);
1012 if (tmp) { 1052 if (tmp)
1053 {
1013 /* some other player have opened it */ 1054 /* some other player have opened it */
1014 new_draw_info_format(NDI_UNIQUE, 0, op, 1055 new_draw_info_format (NDI_UNIQUE, 0, op, "%s is already occupied.", query_name (sack));
1015 "%s is already occupied.", query_name(sack));
1016 return 1; 1056 return 1;
1017 } 1057 }
1018 } 1058 }
1019 } 1059 }
1020 if ( QUERY_FLAG(sack, FLAG_APPLIED)) { 1060 if (QUERY_FLAG (sack, FLAG_APPLIED))
1061 {
1021 if (op->container == NULL) { 1062 if (op->container == NULL)
1063 {
1022 tmp = arch_to_object (sack->other_arch); 1064 tmp = arch_to_object (sack->other_arch);
1023 /* not good, but insert_ob_in_ob() is too smart */ 1065 /* not good, but insert_ob_in_ob() is too smart */
1024 CLEAR_FLAG (tmp, FLAG_REMOVED); 1066 CLEAR_FLAG (tmp, FLAG_REMOVED);
1025 tmp->x= tmp->y = 0; 1067 tmp->x = tmp->y = 0;
1026 tmp->map = NULL; 1068 tmp->map = NULL;
1027 tmp->env = sack; 1069 tmp->env = sack;
1028 if (sack->inv) 1070 if (sack->inv)
1029 sack->inv->above = tmp; 1071 sack->inv->above = tmp;
1030 tmp->below = sack->inv; 1072 tmp->below = sack->inv;
1031 tmp->above = NULL; 1073 tmp->above = NULL;
1032 sack->inv = tmp; 1074 sack->inv = tmp;
1033 sack->move_off = MOVE_ALL; /* trying force closing it */ 1075 sack->move_off = MOVE_ALL; /* trying force closing it */
1076 }
1034 } else { 1077 else
1078 {
1035 sack->move_off = 0; 1079 sack->move_off = 0;
1036 tmp = sack->inv; 1080 tmp = sack->inv;
1037 if (tmp && tmp->type == CLOSE_CON) { 1081 if (tmp && tmp->type == CLOSE_CON)
1082 {
1038 remove_ob(tmp); 1083 remove_ob (tmp);
1039 free_object (tmp); 1084 free_object (tmp);
1040 } 1085 }
1041 } 1086 }
1042 } 1087 }
1043 } 1088 }
1044 1089
1045 if (QUERY_FLAG (sack, FLAG_APPLIED)) { 1090 if (QUERY_FLAG (sack, FLAG_APPLIED))
1091 {
1046 if (op->container) { 1092 if (op->container)
1093 {
1047 if (op->container != sack) { 1094 if (op->container != sack)
1095 {
1048 tmp = op->container; 1096 tmp = op->container;
1049 apply_container (op, tmp); 1097 apply_container (op, tmp);
1050 sprintf (buf, "You close %s and open ", query_name(tmp)); 1098 sprintf (buf, "You close %s and open ", query_name (tmp));
1051 op->container = sack; 1099 op->container = sack;
1052 strcat (buf, query_name(sack)); 1100 strcat (buf, query_name (sack));
1053 strcat (buf, "."); 1101 strcat (buf, ".");
1054 } else {
1055 CLEAR_FLAG (sack, FLAG_APPLIED);
1056 op->container = NULL;
1057 sprintf (buf, "You close %s.", query_name(sack));
1058 } 1102 }
1059 } else { 1103 else
1104 {
1060 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);
1061 sprintf (buf, "You open %s.", query_name(sack)); 1113 sprintf (buf, "You open %s.", query_name (sack));
1062 SET_FLAG (sack, FLAG_APPLIED); 1114 SET_FLAG (sack, FLAG_APPLIED);
1063 op->container = sack; 1115 op->container = sack;
1064 } 1116 }
1065 } else { /* not applied */ 1117 }
1066 if (sack->slaying) { /* it's locked */ 1118 else
1119 { /* not applied */
1120 if (sack->slaying)
1121 { /* it's locked */
1067 tmp = find_key(op, op, sack); 1122 tmp = find_key (op, op, sack);
1068 if (tmp) { 1123 if (tmp)
1124 {
1069 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));
1070 SET_FLAG (sack, FLAG_APPLIED); 1126 SET_FLAG (sack, FLAG_APPLIED);
1071 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 */
1072 new_draw_info (NDI_UNIQUE,0,op, buf); 1145 new_draw_info (NDI_UNIQUE, 0, op, buf);
1073 apply_container (op, sack); 1146 apply_container (op, sack);
1074 return 1; 1147 return 1;
1075 } 1148 }
1076 } else {
1077 sprintf (buf, "You don't have the key to unlock %s.",
1078 query_name(sack));
1079 } 1149 }
1080 } else {
1081 sprintf (buf, "You readied %s.", query_name(sack));
1082 SET_FLAG (sack, FLAG_APPLIED);
1083 if (sack->env == NULL) { /* if it's on ground,open it also */
1084 new_draw_info (NDI_UNIQUE, 0, op, buf);
1085 apply_container (op, sack);
1086 return 1;
1087 }
1088 }
1089 } 1150 }
1090 new_draw_info (NDI_UNIQUE, 0, op, buf); 1151 new_draw_info (NDI_UNIQUE, 0, op, buf);
1152 if (op->contr)
1091 if (op->contr) op->contr->socket.update_look=1; 1153 op->contr->socket.update_look = 1;
1092 return 1; 1154 return 1;
1093} 1155}
1094 1156
1095/** 1157/**
1096 * 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
1097 * the player has in their inventory, eg, sacks, luggages, etc. 1159 * the player has in their inventory, eg, sacks, luggages, etc.
1104 * Reminder - there are three states for any container - closed (non applied), 1166 * Reminder - there are three states for any container - closed (non applied),
1105 * applied (not open, but objects that match get tossed into it), and open 1167 * applied (not open, but objects that match get tossed into it), and open
1106 * (applied flag set, and op->container points to the open container) 1168 * (applied flag set, and op->container points to the open container)
1107 */ 1169 */
1108 1170
1171int
1109int esrv_apply_container (object *op, object *sack) 1172esrv_apply_container (object *op, object *sack)
1110{ 1173{
1111 object *tmp=op->container; 1174 object *tmp = op->container;
1175
1112 if(op->type!=PLAYER) 1176 if (op->type != PLAYER)
1113 return 0; /* This might change */ 1177 return 0; /* This might change */
1114 1178
1115 if (sack==NULL || sack->type != CONTAINER) { 1179 if (sack == NULL || sack->type != CONTAINER)
1180 {
1116 LOG (llevError, "esrv_apply_container: %s is not container!\n", &sack->name); 1181 LOG (llevError, "esrv_apply_container: %s is not container!\n", &sack->name);
1117 return 0; 1182 return 0;
1118 } 1183 }
1119 1184
1120 /* 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
1121 * 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
1122 * openening the new container. 1187 * openening the new container.
1123 */ 1188 */
1124 1189
1125 if (op->container && QUERY_FLAG(sack, FLAG_APPLIED)) { 1190 if (op->container && QUERY_FLAG (sack, FLAG_APPLIED))
1126 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 */
1127 op->container->move_off = 0; 1194 op->container->move_off = 0;
1128 } 1195 }
1129 1196
1130 if (INVOKE_OBJECT (CLOSE, tmp, ARG_OBJECT (op))) 1197 if (INVOKE_OBJECT (CLOSE, tmp, ARG_OBJECT (op)))
1131 return 1; 1198 return 1;
1132 1199
1133 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));
1134 query_name(op->container));
1135 CLEAR_FLAG(op->container, FLAG_APPLIED); 1201 CLEAR_FLAG (op->container, FLAG_APPLIED);
1136 op->container=NULL; 1202 op->container = NULL;
1137 esrv_update_item (UPD_FLAGS, op, tmp); 1203 esrv_update_item (UPD_FLAGS, op, tmp);
1138 if (tmp == sack) return 1; 1204 if (tmp == sack)
1205 return 1;
1139 } 1206 }
1140 1207
1141 1208
1142 /* 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),
1143 * 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.
1144 */ 1211 */
1145 1212
1146 if (sack->slaying) { /* it's locked */ 1213 if (sack->slaying)
1214 { /* it's locked */
1147 tmp=find_key(op, op, sack); 1215 tmp = find_key (op, op, sack);
1148 if (tmp) { 1216 if (tmp)
1217 {
1149 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 }
1150 } else { 1220 else
1221 {
1151 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));
1152 query_name(sack));
1153 return 0; 1223 return 0;
1154 } 1224 }
1155 } 1225 }
1156 1226
1157 /* 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
1158 * 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.
1159 */ 1229 */
1160 1230
1161 /* 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
1162 * 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
1163 * 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.
1164 */ 1234 */
1165 1235
1166 1236
1167 if (sack->env != op) { 1237 if (sack->env != op)
1238 {
1168 /* 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
1169 * 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
1170 * try to do it, so lets handle it gracefully. 1241 * try to do it, so lets handle it gracefully.
1171 */ 1242 */
1172 if (sack->env) { 1243 if (sack->env)
1244 {
1173 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));
1174 query_name(sack));
1175 return 0; 1246 return 0;
1176 } 1247 }
1177 /* 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 */
1178 sack->move_off = MOVE_ALL; /* trying force closing it */ 1249 sack->move_off = MOVE_ALL; /* trying force closing it */
1179 1250
1180 CLEAR_FLAG (sack, FLAG_APPLIED); 1251 CLEAR_FLAG (sack, FLAG_APPLIED);
1181 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));
1182 SET_FLAG (sack, FLAG_APPLIED); 1253 SET_FLAG (sack, FLAG_APPLIED);
1183 op->container = sack; 1254 op->container = sack;
1184 esrv_update_item (UPD_FLAGS, op, sack); 1255 esrv_update_item (UPD_FLAGS, op, sack);
1185 esrv_send_inventory (op, sack); 1256 esrv_send_inventory (op, sack);
1186 1257
1187 } else { /* sack is in players inventory */ 1258 }
1188 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 */
1189 CLEAR_FLAG (sack, FLAG_APPLIED); 1263 CLEAR_FLAG (sack, FLAG_APPLIED);
1190 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));
1191 SET_FLAG (sack, FLAG_APPLIED); 1265 SET_FLAG (sack, FLAG_APPLIED);
1192 op->container = sack; 1266 op->container = sack;
1193 esrv_update_item (UPD_FLAGS, op, sack); 1267 esrv_update_item (UPD_FLAGS, op, sack);
1194 esrv_send_inventory (op, sack); 1268 esrv_send_inventory (op, sack);
1269 }
1270 else
1195 } 1271 {
1196 else {
1197 CLEAR_FLAG (sack, FLAG_APPLIED); 1272 CLEAR_FLAG (sack, FLAG_APPLIED);
1198 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));
1199 SET_FLAG (sack, FLAG_APPLIED); 1274 SET_FLAG (sack, FLAG_APPLIED);
1200 esrv_update_item (UPD_FLAGS, op, sack); 1275 esrv_update_item (UPD_FLAGS, op, sack);
1201 } 1276 }
1202 } 1277 }
1203 return 1; 1278 return 1;
1204} 1279}
1205 1280
1206 1281
1207/** 1282/**
1208 * Handles dropping things on altar. 1283 * Handles dropping things on altar.
1209 * Returns true if sacrifice was accepted. 1284 * Returns true if sacrifice was accepted.
1210 */ 1285 */
1286static int
1211static int apply_altar (object *altar, object *sacrifice, object *originator) 1287apply_altar (object *altar, object *sacrifice, object *originator)
1212{ 1288{
1213 /* Only players can make sacrifices on spell casting altars. */ 1289 /* Only players can make sacrifices on spell casting altars. */
1214 if (altar->inv && ( ! originator || originator->type != PLAYER)) 1290 if (altar->inv && (!originator || originator->type != PLAYER))
1215 return 0; 1291 return 0;
1216 1292
1217 if (operate_altar (altar, &sacrifice)) { 1293 if (operate_altar (altar, &sacrifice))
1294 {
1218 /* Simple check. Unfortunately, it means you can't cast magic bullet 1295 /* Simple check. Unfortunately, it means you can't cast magic bullet
1219 * 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
1220 * is up to map designers to use them properly. 1297 * is up to map designers to use them properly.
1221 */ 1298 */
1222 if (altar->inv && altar->inv->type==SPELL) { 1299 if (altar->inv && altar->inv->type == SPELL)
1300 {
1223 new_draw_info_format (NDI_BLACK, 0, originator, "The altar casts %s.", &altar->inv->name); 1301 new_draw_info_format (NDI_BLACK, 0, originator, "The altar casts %s.", &altar->inv->name);
1224 cast_spell (originator, altar, 0, altar->inv, NULL); 1302 cast_spell (originator, altar, 0, altar->inv, NULL);
1225 /* If it is connected, push the button. Fixes some problems with 1303 /* If it is connected, push the button. Fixes some problems with
1226 * old maps. 1304 * old maps.
1227 */ 1305 */
1306
1228/* push_button (altar);*/ 1307/* push_button (altar);*/
1308 }
1229 } else { 1309 else
1310 {
1230 altar->value = 1; /* works only once */ 1311 altar->value = 1; /* works only once */
1231 push_button (altar); 1312 push_button (altar);
1232 } 1313 }
1314
1233 return sacrifice == NULL; 1315 return !sacrifice;
1234 } else { 1316 }
1317 else
1235 return 0; 1318 return 0;
1236 }
1237} 1319}
1238
1239 1320
1240/** 1321/**
1241 * Handles 'movement' of shop mats. 1322 * Handles 'movement' of shop mats.
1242 * Returns 1 if 'op' was destroyed, 0 if not. 1323 * Returns 1 if 'op' was destroyed, 0 if not.
1243 * Largely re-written to not use nearly as many gotos, plus 1324 * Largely re-written to not use nearly as many gotos, plus
1244 * some of this code just looked plain out of date. 1325 * some of this code just looked plain out of date.
1245 * MSW 2001-08-29 1326 * MSW 2001-08-29
1246 */ 1327 */
1328int
1247int apply_shop_mat (object * shop_mat, object * op) 1329apply_shop_mat (object *shop_mat, object *op)
1248{ 1330{
1249 int rv = 0; 1331 int rv = 0;
1250 double opinion; 1332 double opinion;
1251 object *tmp, *next; 1333 object *tmp, *next;
1252 1334
1259 * the shop. 1341 * the shop.
1260 */ 1342 */
1261 for (tmp = op->inv; tmp; tmp = next) 1343 for (tmp = op->inv; tmp; tmp = next)
1262 { 1344 {
1263 next = tmp->below; 1345 next = tmp->below;
1346
1264 if (QUERY_FLAG (tmp, FLAG_UNPAID)) 1347 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1265 { 1348 {
1266 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);
1267 1350
1268 remove_ob (tmp); 1351 remove_ob (tmp);
1352
1269 if (i == -1) 1353 if (i == -1)
1270 i = 0; 1354 i = 0;
1355
1271 tmp->map = op->map; 1356 tmp->map = op->map;
1272 tmp->x = op->x + freearr_x[i]; 1357 tmp->x = op->x + freearr_x[i];
1273 tmp->y = op->y + freearr_y[i]; 1358 tmp->y = op->y + freearr_y[i];
1274 insert_ob_in_map (tmp, op->map, op, 0); 1359 insert_ob_in_map (tmp, op->map, op, 0);
1275 } 1360 }
1285 if (QUERY_FLAG (op, FLAG_UNPAID) || !QUERY_FLAG (op, FLAG_ALIVE)) 1370 if (QUERY_FLAG (op, FLAG_UNPAID) || !QUERY_FLAG (op, FLAG_ALIVE))
1286 { 1371 {
1287 1372
1288 /* Somebody dropped an unpaid item, just move to an adjacent place. */ 1373 /* Somebody dropped an unpaid item, just move to an adjacent place. */
1289 int i = find_free_spot (op, op->map, op->x, op->y, 1, 9); 1374 int i = find_free_spot (op, op->map, op->x, op->y, 1, 9);
1375
1290 if (i != -1) 1376 if (i != -1)
1291 {
1292 rv =
1293 transfer_ob (op, op->x + freearr_x[i], op->y + freearr_y[i], 1377 rv = transfer_ob (op, op->x + freearr_x[i], op->y + freearr_y[i], 0, shop_mat);
1294 0, shop_mat); 1378
1295 }
1296 return 0; 1379 return 0;
1297 } 1380 }
1298 /* Removed code that checked for multipart objects - it appears that 1381 /* Removed code that checked for multipart objects - it appears that
1299 * the teleport function should be able to handle this just fine. 1382 * the teleport function should be able to handle this just fine.
1300 */ 1383 */
1301 rv = teleport (shop_mat, SHOP_MAT, op); 1384 rv = teleport (shop_mat, SHOP_MAT, op);
1302 } 1385 }
1303 /* immediate block below is only used for players */ 1386 else if (can_pay (op) && get_payment (op))
1304 else if (can_pay (op))
1305 { 1387 {
1306 get_payment (op, op->inv); 1388 /* this is only used for players */
1307 rv = teleport (shop_mat, SHOP_MAT, op); 1389 rv = teleport (shop_mat, SHOP_MAT, op);
1308 1390
1309 if (shop_mat->msg) 1391 if (shop_mat->msg)
1310 {
1311 new_draw_info (NDI_UNIQUE, 0, op, shop_mat->msg); 1392 new_draw_info (NDI_UNIQUE, 0, op, shop_mat->msg);
1312 }
1313 /* 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,
1314 * 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
1315 * actually the shop floor. 1395 * actually the shop floor.
1316 */ 1396 */
1317 else if (!rv && !is_in_shop (op)) 1397 else if (!rv && !is_in_shop (op))
1318 { 1398 {
1319 opinion = shopkeeper_approval (op->map, op); 1399 opinion = shopkeeper_approval (op->map, op);
1400
1320 if (opinion > 0.9) 1401 if (opinion > 0.9)
1321 new_draw_info (NDI_UNIQUE, 0, op, 1402 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper gives you a friendly wave.");
1322 "The shopkeeper gives you a friendly wave.");
1323 else if (opinion > 0.75) 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, 1408 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper glares at you with contempt.");
1329 "The shopkeeper glares at you with contempt.");
1330 } 1409 }
1331 } 1410 }
1332 else 1411 else
1333 { 1412 {
1334 /* 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
1335 * 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
1336 * they are not on the mat anymore 1415 * they are not on the mat anymore
1337 */ 1416 */
1338
1339 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
1340 if (i == -1) 1419 if (i == -1)
1341 { 1420 {
1342 LOG (llevError, "Internal shop-mat problem.\n"); 1421 LOG (llevError, "Internal shop-mat problem.\n");
1343 } 1422 }
1344 else 1423 else
1347 op->x += freearr_x[i]; 1426 op->x += freearr_x[i];
1348 op->y += freearr_y[i]; 1427 op->y += freearr_y[i];
1349 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;
1350 } 1429 }
1351 } 1430 }
1431
1352 CLEAR_FLAG (op, FLAG_NO_APPLY); 1432 CLEAR_FLAG (op, FLAG_NO_APPLY);
1353 return rv; 1433 return rv;
1354} 1434}
1355 1435
1356/** 1436/**
1357 * Handles applying a sign. 1437 * Handles applying a sign.
1358 */ 1438 */
1439static void
1359static void apply_sign (object *op, object *sign, int autoapply) 1440apply_sign (object *op, object *sign, int autoapply)
1360{ 1441{
1361 readable_message_type* msgType; 1442 readable_message_type *msgType;
1362 char newbuf[HUGE_BUF]; 1443 char newbuf[HUGE_BUF];
1444
1363 if (sign->msg == NULL) { 1445 if (sign->msg == NULL)
1446 {
1364 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.");
1365 return; 1448 return;
1366 } 1449 }
1367 1450
1368 if (sign->stats.food) { 1451 if (sign->stats.food)
1452 {
1369 if (sign->last_eat >= sign->stats.food) { 1453 if (sign->last_eat >= sign->stats.food)
1454 {
1370 if (!sign->move_on) 1455 if (!sign->move_on)
1371 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.");
1372 return; 1457 return;
1373 } 1458 }
1374 1459
1375 if (!QUERY_FLAG(op, FLAG_WIZPASS)) 1460 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1376 sign->last_eat++; 1461 sign->last_eat++;
1377 } 1462 }
1378 1463
1379 /* 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?
1380 * 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
1381 * 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
1382 * to us). 1467 * to us).
1383 */ 1468 */
1384 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)
1385 new_draw_info (NDI_UNIQUE, 0, op, 1470 {
1386 "You are unable to read while blind."); 1471 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind.");
1387 return; 1472 return;
1388 } 1473 }
1389 msgType=get_readable_message_type(sign); 1474 msgType = get_readable_message_type (sign);
1390 snprintf(newbuf,sizeof(newbuf),"%hhu %s", autoapply?1:0, &sign->msg); 1475 snprintf (newbuf, sizeof (newbuf), "%hhu %s", autoapply ? 1 : 0, &sign->msg);
1391 draw_ext_info(NDI_UNIQUE | NDI_NAVY, 0, op, msgType->message_type, msgType->message_subtype, newbuf, &sign->msg); 1476 draw_ext_info (NDI_UNIQUE | NDI_NAVY, 0, op, msgType->message_type, msgType->message_subtype, newbuf, &sign->msg);
1392} 1477}
1393 1478
1394/** 1479/**
1395 * 'victim' moves onto 'trap' 1480 * 'victim' moves onto 'trap'
1396 * 'victim' leaves 'trap' 1481 * 'victim' leaves 'trap'
1398 * 1483 *
1399 * originator: Player, monster or other object that caused 'victim' to move 1484 * originator: Player, monster or other object that caused 'victim' to move
1400 * 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.
1401 * However, some types of traps require an originator to function. 1486 * However, some types of traps require an originator to function.
1402 */ 1487 */
1488void
1403void move_apply (object *trap, object *victim, object *originator) 1489move_apply (object *trap, object *victim, object *originator)
1404{ 1490{
1405 static int recursion_depth = 0; 1491 static int recursion_depth = 0;
1406 1492
1407 /* Only exits affect DMs. */ 1493 /* Only exits affect DMs. */
1408 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)
1409 return; 1495 return;
1410 1496
1411 /* move_apply() is the most likely candidate for causing unwanted and 1497 /* move_apply() is the most likely candidate for causing unwanted and
1412 * possibly unlimited recursion. 1498 * possibly unlimited recursion.
1413 */ 1499 */
1415 * maps to fail. 1) it's not an error to recurse: 1501 * maps to fail. 1) it's not an error to recurse:
1416 * rune detonates, summoning monster. monster lands on nearby rune. 1502 * rune detonates, summoning monster. monster lands on nearby rune.
1417 * nearby rune detonates. This sort of recursion is expected and 1503 * nearby rune detonates. This sort of recursion is expected and
1418 * proper. This code was causing needless crashes. 1504 * proper. This code was causing needless crashes.
1419 */ 1505 */
1420 if (recursion_depth >= 500) { 1506 if (recursion_depth >= 500)
1507 {
1421 LOG (llevDebug, "WARNING: move_apply(): aborting recursion " 1508 LOG (llevDebug, "WARNING: move_apply(): aborting recursion "
1422 "[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);
1423 &trap->arch->name, &trap->name, &victim->arch->name, &victim->name);
1424 return; 1510 return;
1425 } 1511 }
1426 recursion_depth++; 1512 recursion_depth++;
1427 if (trap->head) trap=trap->head; 1513 if (trap->head)
1514 trap = trap->head;
1428 1515
1429 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 }
1430 goto leave; 1540 goto leave;
1431 1541
1432 switch (trap->type) { 1542 case SPINNER:
1433 case PLAYERMOVER: 1543 if (victim->direction)
1434 if (trap->attacktype && (trap->level || victim->type!=PLAYER) && 1544 {
1435 !should_director_abort(trap, victim)) { 1545 victim->direction = absdir (victim->direction - trap->stats.sp);
1436 if (!trap->stats.maxsp) trap->stats.maxsp=2; 1546 update_turn_face (victim);
1547 }
1548 goto leave;
1437 1549
1438 /* Is this correct? From the docs, it doesn't look like it 1550 case DIRECTOR:
1439 * 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)
1440 */ 1594 {
1441 victim->speed_left = -FABS(trap->stats.maxsp*victim->speed/trap->speed); 1595 int tot;
1442 1596
1443 /* 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)
1444 * above with some objects have zero speed, and thus the player 1598 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
1445 * getting permanently paralyzed. 1599 tot += (ab->nrof ? ab->nrof : 1) * ab->weight + ab->carrying;
1446 */ 1600
1447 if (victim->speed_left<-50.0) victim->speed_left=-50.0; 1601 if (!(trap->value = (tot > trap->weight) ? 1 : 0))
1448 /* 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);
1449 } 1606 }
1450 goto leave;
1451 1607
1452 case SPINNER:
1453 if(victim->direction) {
1454 victim->direction=absdir(victim->direction-trap->stats.sp);
1455 update_turn_face(victim);
1456 }
1457 goto leave;
1458
1459 case DIRECTOR:
1460 if(victim->direction && !should_director_abort(trap, victim)) {
1461 victim->direction=trap->stats.sp;
1462 update_turn_face(victim);
1463 }
1464 goto leave;
1465
1466 case BUTTON:
1467 case PEDESTAL:
1468 update_button(trap);
1469 goto leave;
1470
1471 case ALTAR:
1472 /* sacrifice victim on trap */
1473 apply_altar (trap, victim, originator);
1474 goto leave;
1475
1476 case THROWN_OBJ:
1477 if (trap->inv == NULL)
1478 goto leave;
1479 /* fallthrough */
1480
1481 case ARROW:
1482
1483 /* bad bug: monster throw a object, make a step forwards, step on object ,
1484 * trigger this here and get hit by own missile - and will be own enemy.
1485 * Victim then is his own enemy and will start to kill herself (this is
1486 * removed) but we have not synced victim and his missile. To avoid senseless
1487 * action, we avoid hits here
1488 */
1489 if ((QUERY_FLAG (victim, FLAG_ALIVE) && trap->speed) && trap->owner != victim)
1490 hit_with_arrow (trap, victim);
1491 goto leave;
1492
1493 case SPELL_EFFECT:
1494 apply_spell_effect(trap, victim);
1495 goto leave;
1496
1497 case TRAPDOOR:
1498 {
1499 int max, sound_was_played;
1500 object *ab, *ab_next;
1501 if(!trap->value) {
1502 int tot;
1503 for(ab=trap->above,tot=0;ab!=NULL;ab=ab->above)
1504 if ((ab->move_type && trap->move_on) || ab->move_type==0)
1505 tot += (ab->nrof ? ab->nrof : 1) * ab->weight + ab->carrying;
1506
1507 if(!(trap->value=(tot>trap->weight)?1:0))
1508 goto leave;
1509
1510 SET_ANIMATION(trap, trap->value);
1511 update_object(trap,UP_OBJ_FACE);
1512 }
1513
1514 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 {
1515 /* 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,
1516 * ab->above would be bogus 1611 * ab->above would be bogus
1517 */ 1612 */
1518 ab_next = ab->above; 1613 ab_next = ab->above;
1519 1614
1520 if ((ab->move_type && trap->move_on) || ab->move_type==0) { 1615 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
1616 {
1521 if ( ! sound_was_played) { 1617 if (!sound_was_played)
1618 {
1522 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);
1523 sound_was_played = 1; 1620 sound_was_played = 1;
1524 } 1621 }
1525 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!");
1526 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);
1527 } 1624 }
1528 } 1625 }
1529 goto leave; 1626 goto leave;
1530 } 1627 }
1531 1628
1532 1629
1533 case CONVERTER: 1630 case CONVERTER:
1534 if (convert_item (victim, trap) < 0) { 1631 if (convert_item (victim, trap) < 0)
1632 {
1535 object *op; 1633 object *op;
1536 1634
1537 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));
1538 1636
1539 op = get_archetype("burnout"); 1637 op = get_archetype ("burnout");
1540 if (op != NULL) { 1638 if (op != NULL)
1639 {
1541 op->x = trap->x; 1640 op->x = trap->x;
1542 op->y = trap->y; 1641 op->y = trap->y;
1543 insert_ob_in_map(op, trap->map, trap, 0); 1642 insert_ob_in_map (op, trap->map, trap, 0);
1544 } 1643 }
1545 } 1644 }
1546 goto leave; 1645 goto leave;
1547 1646
1548 case TRIGGER_BUTTON: 1647 case TRIGGER_BUTTON:
1549 case TRIGGER_PEDESTAL: 1648 case TRIGGER_PEDESTAL:
1550 case TRIGGER_ALTAR: 1649 case TRIGGER_ALTAR:
1551 check_trigger (trap, victim); 1650 check_trigger (trap, victim);
1552 goto leave; 1651 goto leave;
1553 1652
1554 case DEEP_SWAMP: 1653 case DEEP_SWAMP:
1555 walk_on_deep_swamp (trap, victim); 1654 walk_on_deep_swamp (trap, victim);
1556 goto leave; 1655 goto leave;
1557 1656
1558 case CHECK_INV: 1657 case CHECK_INV:
1559 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)
1560 goto leave; 1664 goto leave;
1561 1665
1562 case HOLE:
1563 /* Hole not open? */
1564 if(trap->stats.wc > 0)
1565 goto leave;
1566
1567 /* Is this a multipart monster and not the head? If so, return. 1666 /* Is this a multipart monster and not the head? If so, return.
1568 * 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.
1569 */ 1682 */
1570 if (victim->head)
1571 goto leave;
1572
1573 play_sound_map (victim->map, victim->x, victim->y, SOUND_FALL_HOLE);
1574 new_draw_info (NDI_UNIQUE, 0, victim, "You fall through the hole!\n");
1575 transfer_ob (victim, EXIT_X (trap), EXIT_Y (trap), 1, victim);
1576 goto leave;
1577
1578 case EXIT:
1579 if (victim->type == PLAYER && EXIT_PATH (trap)) {
1580 /* Basically, don't show exits leading to random maps the
1581 * players output.
1582 */
1583 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))
1584 new_draw_info (NDI_NAVY, 0, victim, trap->msg); 1684 new_draw_info (NDI_NAVY, 0, victim, trap->msg);
1585 enter_exit (victim, trap); 1685 enter_exit (victim, trap);
1586 } 1686 }
1587 goto leave; 1687 goto leave;
1588 1688
1589 case ENCOUNTER: 1689 case ENCOUNTER:
1590 /* may be some leftovers on this */ 1690 /* may be some leftovers on this */
1591 goto leave; 1691 goto leave;
1592 1692
1593 case SHOP_MAT: 1693 case SHOP_MAT:
1594 apply_shop_mat (trap, victim); 1694 apply_shop_mat (trap, victim);
1595 goto leave; 1695 goto leave;
1596 1696
1597 /* Drop a certain amount of gold, and have one item identified */ 1697 /* Drop a certain amount of gold, and have one item identified */
1598 case IDENTIFY_ALTAR: 1698 case IDENTIFY_ALTAR:
1599 apply_id_altar (victim, trap, originator); 1699 apply_id_altar (victim, trap, originator);
1600 goto leave; 1700 goto leave;
1601 1701
1602 case SIGN: 1702 case SIGN:
1603 if (victim->type != PLAYER && trap->stats.food > 0) 1703 if (victim->type != PLAYER && trap->stats.food > 0)
1604 goto leave; /* monsters musn't apply magic_mouths with counters */ 1704 goto leave; /* monsters musn't apply magic_mouths with counters */
1605 1705
1606 apply_sign (victim, trap, 1); 1706 apply_sign (victim, trap, 1);
1607 goto leave; 1707 goto leave;
1608 1708
1609 case CONTAINER: 1709 case CONTAINER:
1610 if (victim->type==PLAYER) 1710 if (victim->type == PLAYER)
1611 (void) esrv_apply_container (victim, trap); 1711 (void) esrv_apply_container (victim, trap);
1612 else 1712 else
1613 (void) apply_container (victim, trap); 1713 (void) apply_container (victim, trap);
1614 goto leave; 1714 goto leave;
1615 1715
1616 case RUNE: 1716 case RUNE:
1617 case TRAP: 1717 case TRAP:
1618 if (trap->level && QUERY_FLAG (victim, FLAG_ALIVE)) { 1718 if (trap->level && QUERY_FLAG (victim, FLAG_ALIVE))
1719 {
1619 spring_trap(trap, victim); 1720 spring_trap (trap, victim);
1620 } 1721 }
1621 goto leave; 1722 goto leave;
1622 1723
1623 default: 1724 default:
1624 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 "
1625 "handled in move_apply()\n", &trap->name, &trap->arch->name, 1726 "handled in move_apply()\n", &trap->name, &trap->arch->name, trap->type);
1626 trap->type);
1627 goto leave; 1727 goto leave;
1628 } 1728 }
1629 1729
1630 leave: 1730leave:
1631 recursion_depth--; 1731 recursion_depth--;
1632} 1732}
1633 1733
1634/** 1734/**
1635 * Handles reading a regular (ie not containing a spell) book. 1735 * Handles reading a regular (ie not containing a spell) book.
1636 */ 1736 */
1737static void
1637static void apply_book (object *op, object *tmp) 1738apply_book (object *op, object *tmp)
1638{ 1739{
1639 int lev_diff; 1740 int lev_diff;
1640 object *skill_ob; 1741 object *skill_ob;
1641 1742
1642 if(QUERY_FLAG(op, FLAG_BLIND)&&!QUERY_FLAG(op,FLAG_WIZ)) { 1743 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1744 {
1643 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.");
1644 return; 1746 return;
1645 } 1747 }
1646 if(tmp->msg==NULL) { 1748 if (tmp->msg == NULL)
1647 new_draw_info_format(NDI_UNIQUE, 0, op, 1749 {
1648 "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);
1649 return; 1751 return;
1650 } 1752 }
1651 1753
1652 /* need a literacy skill to read stuff! */ 1754 /* need a literacy skill to read stuff! */
1653 skill_ob = find_skill_by_name(op, tmp->skill); 1755 skill_ob = find_skill_by_name (op, tmp->skill);
1654 if ( ! skill_ob) { 1756 if (!skill_ob)
1655 new_draw_info(NDI_UNIQUE, 0,op, 1757 {
1656 "You are unable to decipher the strange symbols."); 1758 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to decipher the strange symbols.");
1657 return; 1759 return;
1658 } 1760 }
1659 lev_diff = tmp->level - (skill_ob->level + 5); 1761 lev_diff = tmp->level - (skill_ob->level + 5);
1660 if ( ! QUERY_FLAG (op, FLAG_WIZ) && lev_diff > 0) { 1762 if (!QUERY_FLAG (op, FLAG_WIZ) && lev_diff > 0)
1763 {
1661 if (lev_diff < 2) 1764 if (lev_diff < 2)
1662 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.");
1663 else if (lev_diff < 3) 1766 else if (lev_diff < 3)
1664 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.");
1665 else if (lev_diff < 5) 1768 else if (lev_diff < 5)
1666 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.");
1667 else if (lev_diff < 8) 1770 else if (lev_diff < 8)
1668 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.");
1669 else if (lev_diff < 15) 1772 else if (lev_diff < 15)
1670 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.");
1671 else 1774 else
1672 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.");
1673 return; 1776 return;
1674 } 1777 }
1675 1778
1676 readable_message_type* msgType = get_readable_message_type(tmp); 1779 readable_message_type *msgType = get_readable_message_type (tmp);
1780
1677 draw_ext_info_format(NDI_UNIQUE | NDI_NAVY, 0, op, 1781 draw_ext_info_format (NDI_UNIQUE | NDI_NAVY, 0, op,
1678 msgType->message_type, msgType->message_subtype, 1782 msgType->message_type, msgType->message_subtype,
1679 "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);
1680 "%s\n%s",
1681 long_desc(tmp,op), &tmp->msg);
1682 1784
1683 /* gain xp from reading */ 1785 /* gain xp from reading */
1684 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 */
1685 int exp_gain=calc_skill_exp(op,tmp, skill_ob); 1788 int exp_gain = calc_skill_exp (op, tmp, skill_ob);
1789
1686 if(!QUERY_FLAG(tmp,FLAG_IDENTIFIED)) { 1790 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1791 {
1687 /*exp_gain *= 2; because they just identified it too */ 1792 /*exp_gain *= 2; because they just identified it too */
1688 SET_FLAG(tmp,FLAG_IDENTIFIED); 1793 SET_FLAG (tmp, FLAG_IDENTIFIED);
1689 /* If in a container, update how it looks */ 1794 /* If in a container, update how it looks */
1795 if (tmp->env)
1690 if(tmp->env) esrv_update_item(UPD_FLAGS|UPD_NAME, op,tmp); 1796 esrv_update_item (UPD_FLAGS | UPD_NAME, op, tmp);
1797 else
1691 else op->contr->socket.update_look=1; 1798 op->contr->socket.update_look = 1;
1692 } 1799 }
1693 change_exp(op,exp_gain, skill_ob->skill, 0); 1800 change_exp (op, exp_gain, skill_ob->skill, 0);
1694 SET_FLAG(tmp,FLAG_NO_SKILL_IDENT); /* so no more xp gained from this book */ 1801 SET_FLAG (tmp, FLAG_NO_SKILL_IDENT); /* so no more xp gained from this book */
1695 } 1802 }
1696} 1803}
1697 1804
1698/** 1805/**
1699 * Handles the applying of a skill scroll, calling learn_skill straight. 1806 * Handles the applying of a skill scroll, calling learn_skill straight.
1700 * op is the person learning the skill, tmp is the skill scroll object 1807 * op is the person learning the skill, tmp is the skill scroll object
1701 */ 1808 */
1809static void
1702static void apply_skillscroll (object *op, object *tmp) 1810apply_skillscroll (object *op, object *tmp)
1703{ 1811{
1704 switch ((int) learn_skill (op, tmp)) { 1812 switch ((int) learn_skill (op, tmp))
1813 {
1705 case 0: 1814 case 0:
1706 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 ");
1707 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));
1708 return; 1817 return;
1709 1818
1710 case 1: 1819 case 1:
1711 new_draw_info_format(NDI_UNIQUE, 0,op,"You succeed in learning %s", &tmp->skill); 1820 new_draw_info_format (NDI_UNIQUE, 0, op, "You succeed in learning %s", &tmp->skill);
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 esrv_add_spells(op->contr, tmp); 1867 esrv_add_spells (op->contr, tmp);
1755} 1868}
1756 1869
1757/** 1870/**
1758 * Erases spell from player's inventory. 1871 * Erases spell from player's inventory.
1759 */ 1872 */
1873void
1760void do_forget_spell (object *op, const char *spell) 1874do_forget_spell (object *op, const char *spell)
1761{ 1875{
1762 object *spob; 1876 object *spob;
1763 1877
1764 if (op->type != PLAYER) { 1878 if (op->type != PLAYER)
1879 {
1765 LOG (llevError, "BUG: do_forget_spell(): not a player\n"); 1880 LOG (llevError, "BUG: do_forget_spell(): not a player\n");
1766 return; 1881 return;
1767 } 1882 }
1768 if ( (spob=check_spell_known (op, spell)) == NULL) { 1883 if ((spob = check_spell_known (op, spell)) == NULL)
1884 {
1769 LOG (llevError, "BUG: do_forget_spell(): spell not known\n"); 1885 LOG (llevError, "BUG: do_forget_spell(): spell not known\n");
1770 return; 1886 return;
1771 }
1772 1887 }
1773 new_draw_info_format (NDI_UNIQUE|NDI_NAVY, 0, op, 1888
1774 "You lose knowledge of %s.", spell); 1889 new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, op, "You lose knowledge of %s.", spell);
1775 player_unready_range_ob(op->contr, spob); 1890 player_unready_range_ob (op->contr, spob);
1776 esrv_remove_spell(op->contr, spob); 1891 esrv_remove_spell (op->contr, spob);
1777 remove_ob(spob); 1892 remove_ob (spob);
1778 free_object(spob); 1893 free_object (spob);
1779} 1894}
1780 1895
1781/** 1896/**
1782 * Handles player applying a spellbook. 1897 * Handles player applying a spellbook.
1783 * 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,
1784 * stuff like that. Random learning failure too. 1899 * stuff like that. Random learning failure too.
1785 */ 1900 */
1901static void
1786static void apply_spellbook (object *op, object *tmp) 1902apply_spellbook (object *op, object *tmp)
1787{ 1903{
1788 object *skop, *spell, *spell_skill; 1904 object *skop, *spell, *spell_skill;
1789 1905
1790 if(QUERY_FLAG(op, FLAG_BLIND)&&!QUERY_FLAG(op,FLAG_WIZ)) { 1906 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1907 {
1791 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.");
1792 return; 1909 return;
1793 } 1910 }
1794 1911
1795 /* artifact_spellbooks have 'slaying' field point to a spell name, 1912 /* artifact_spellbooks have 'slaying' field point to a spell name,
1796 * instead of having their spell stored in stats.sp. These are 1913 * instead of having their spell stored in stats.sp. These are
1797 * legacy spellbooks 1914 * legacy spellbooks
1798 */ 1915 */
1799 1916
1800 if(tmp->slaying != NULL) { 1917 if (tmp->slaying != NULL)
1918 {
1801 spell=arch_to_object(find_archetype_by_object_name(tmp->slaying)); 1919 spell = arch_to_object (find_archetype_by_object_name (tmp->slaying));
1802 if (!spell) { 1920 if (!spell)
1803 new_draw_info_format(NDI_UNIQUE, 0, op, 1921 {
1804 "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);
1805 return; 1923 return;
1806 } 1924 }
1807 else 1925 else
1808 insert_ob_in_ob(spell, tmp); 1926 insert_ob_in_ob (spell, tmp);
1809 tmp->slaying=NULL; 1927 tmp->slaying = NULL;
1810 } 1928 }
1811 1929
1812 skop = find_skill_by_name(op, tmp->skill); 1930 skop = find_skill_by_name (op, tmp->skill);
1813 1931
1814 /* 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
1815 * lower than the spell will make learning the spell more difficult */ 1933 * lower than the spell will make learning the spell more difficult */
1816 if ( !skop) { 1934 if (!skop)
1935 {
1817 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.");
1818 return; 1937 return;
1819 } 1938 }
1820 1939
1821 spell = tmp->inv; 1940 spell = tmp->inv;
1822 if (!spell) { 1941 if (!spell)
1942 {
1823 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);
1824 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.");
1825 return; 1945 return;
1826 } 1946 }
1947
1827 if (spell->level > (skop->level+10)) { 1948 if (spell->level > (skop->level + 10))
1949 {
1828 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.");
1829 return; 1951 return;
1830 } 1952 }
1831 1953
1832 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);
1833 "The spellbook contains the %s level spell %s.",
1834 get_levelnumber(spell->level), &spell->name);
1835 1955
1836 if (!QUERY_FLAG(tmp, FLAG_IDENTIFIED)) { 1956 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1957 {
1837 identify(tmp); 1958 identify (tmp);
1838 if (tmp->env) 1959 if (tmp->env)
1839 esrv_update_item(UPD_FLAGS|UPD_NAME,op,tmp); 1960 esrv_update_item (UPD_FLAGS | UPD_NAME, op, tmp);
1840 else 1961 else
1841 op->contr->socket.update_look=1; 1962 op->contr->socket.update_look = 1;
1842 } 1963 }
1843 1964
1844 /* 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
1845 * 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
1846 * 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
1847 * they would have a special prayer mark. 1968 * they would have a special prayer mark.
1848 */ 1969 */
1849 if (check_spell_known (op, spell->name)) { 1970 if (check_spell_known (op, spell->name))
1971 {
1850 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");
1851 return; 1973 return;
1852 } 1974 }
1853 1975
1854 if (spell->skill) { 1976 if (spell->skill)
1977 {
1855 spell_skill = find_skill_by_name(op, spell->skill); 1978 spell_skill = find_skill_by_name (op, spell->skill);
1979
1856 if (!spell_skill) { 1980 if (!spell_skill)
1857 new_draw_info_format(NDI_UNIQUE, 0, op, 1981 {
1858 "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);
1859 &spell->skill);
1860 return; 1983 return;
1861 } 1984 }
1985
1862 if (spell_skill->level < spell->level) { 1986 if (spell_skill->level < spell->level)
1863 new_draw_info_format(NDI_UNIQUE, 0, op, 1987 {
1864 "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);
1865 spell->level, &spell->skill);
1866 return; 1989 return;
1867 } 1990 }
1868 } 1991 }
1869 1992
1870 /* Logic as follows 1993 /* Logic as follows
1871 * 1994 *
1872 * 1- MU spells use Int to learn, Cleric spells use Wisdom 1995 * 1- MU spells use Int to learn, Cleric spells use Wisdom
1873 * 1996 *
1874 * 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
1875 * a spell. 1998 * a spell.
1876 * 1999 *
1877 * 3 -Automatically fail to learn if you read while confused 2000 * 3 -Automatically fail to learn if you read while confused
1878 * 2001 *
1879 * 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
1880 * literacy rate very useful! -b.t. 2003 * literacy rate very useful! -b.t.
1881 */ 2004 */
1882 if(QUERY_FLAG(op,FLAG_CONFUSED)) { 2005 if (QUERY_FLAG (op, FLAG_CONFUSED))
2006 {
1883 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!");
1884 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 }
1885 } else if(QUERY_FLAG(tmp,FLAG_STARTEQUIP) || 2010 else if (QUERY_FLAG (tmp, FLAG_STARTEQUIP) ||
1886 (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])
1887 learn_spell[spell->stats.grace ? op->stats.Wis : op->stats.Int]) { 2012 {
1888 2013
1889 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!");
1890 do_learn_spell (op, spell, 0); 2015 do_learn_spell (op, spell, 0);
1891 2016
1892 /* xp gain to literacy for spell learning */ 2017 /* xp gain to literacy for spell learning */
1893 if ( ! QUERY_FLAG (tmp, FLAG_STARTEQUIP)) 2018 if (!QUERY_FLAG (tmp, FLAG_STARTEQUIP))
1894 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);
1895 } else { 2020 }
2021 else
2022 {
1896 play_sound_player_only(op->contr, SOUND_FUMBLE_SPELL,0,0); 2023 play_sound_player_only (op->contr, SOUND_FUMBLE_SPELL, 0, 0);
1897 new_draw_info(NDI_UNIQUE, 0,op,"You fail to learn the spell.\n"); 2024 new_draw_info (NDI_UNIQUE, 0, op, "You fail to learn the spell.\n");
1898 } 2025 }
1899 decrease_ob(tmp); 2026 decrease_ob (tmp);
1900} 2027}
1901 2028
1902/** 2029/**
1903 * Handles applying a spell scroll. 2030 * Handles applying a spell scroll.
1904 */ 2031 */
2032void
1905void apply_scroll (object *op, object *tmp, int dir) 2033apply_scroll (object *op, object *tmp, int dir)
1906{ 2034{
1907 object *skop; 2035 object *skop;
1908 2036
1909 if(QUERY_FLAG(op, FLAG_BLIND)&&!QUERY_FLAG(op,FLAG_WIZ)) { 2037 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
2038 {
1910 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.");
1911 return; 2040 return;
1912 } 2041 }
1913 2042
1914 if (!tmp->inv || tmp->inv->type != SPELL) { 2043 if (!tmp->inv || tmp->inv->type != SPELL)
1915 new_draw_info (NDI_UNIQUE, 0, op, 2044 {
1916 "The scroll just doesn't make sense!"); 2045 new_draw_info (NDI_UNIQUE, 0, op, "The scroll just doesn't make sense!");
1917 return; 2046 return;
1918 } 2047 }
1919 2048
1920 if(op->type==PLAYER) { 2049 if (op->type == PLAYER)
2050 {
1921 /* players need a literacy skill to read stuff! */ 2051 /* players need a literacy skill to read stuff! */
1922 int exp_gain=0; 2052 int exp_gain = 0;
1923 2053
1924 /* hard code literacy - tmp->skill points to where the exp 2054 /* hard code literacy - tmp->skill points to where the exp
1925 * should go for anything killed by the spell. 2055 * should go for anything killed by the spell.
1926 */ 2056 */
1927 skop = find_skill_by_name(op, skill_names[SK_LITERACY]); 2057 skop = find_skill_by_name (op, skill_names[SK_LITERACY]);
1928 2058
1929 if ( ! skop) { 2059 if (!skop)
1930 new_draw_info(NDI_UNIQUE, 0,op, 2060 {
1931 "You are unable to decipher the strange symbols."); 2061 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to decipher the strange symbols.");
1932 return; 2062 return;
1933 } 2063 }
1934 2064
1935 if((exp_gain = calc_skill_exp(op,tmp, skop))) 2065 if ((exp_gain = calc_skill_exp (op, tmp, skop)))
1936 change_exp(op,exp_gain, skop->skill, 0); 2066 change_exp (op, exp_gain, skop->skill, 0);
1937 } 2067 }
1938 2068
1939 if (!QUERY_FLAG(tmp, FLAG_IDENTIFIED)) 2069 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1940 identify(tmp); 2070 identify (tmp);
1941 2071
1942 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);
1943 "The scroll of %s turns to dust.", &tmp->inv->name);
1944 2073
1945 2074
1946 cast_spell(op,tmp,dir,tmp->inv, NULL); 2075 cast_spell (op, tmp, dir, tmp->inv, NULL);
1947 decrease_ob(tmp); 2076 decrease_ob (tmp);
1948} 2077}
1949 2078
1950/** 2079/**
1951 * Applies a treasure object - by default, chest. op 2080 * Applies a treasure object - by default, chest. op
1952 * is the person doing the applying, tmp is the treasure 2081 * is the person doing the applying, tmp is the treasure
1953 * chest. 2082 * chest.
1954 */ 2083 */
2084static void
1955static void apply_treasure (object *op, object *tmp) 2085apply_treasure (object *op, object *tmp)
1956{ 2086{
1957 object *treas; 2087 object *treas;
1958 tag_t tmp_tag = tmp->count, op_tag = op->count;
1959 2088
1960 2089
1961 /* 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
1962 * 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
1963 * 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
1964 * 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
1965 * treasure 2094 * treasure
1966 */ 2095 */
1967 2096
1968 treas = tmp->inv; 2097 treas = tmp->inv;
1969 if(treas==NULL) { 2098 if (treas == NULL)
2099 {
1970 new_draw_info(NDI_UNIQUE, 0,op,"The chest was empty."); 2100 new_draw_info (NDI_UNIQUE, 0, op, "The chest was empty.");
1971 decrease_ob(tmp);
1972 return;
1973 }
1974 while (tmp->inv) {
1975 treas = tmp->inv;
1976
1977 remove_ob(treas);
1978 new_draw_info_format(NDI_UNIQUE, 0, op, "You find %s in the chest.",
1979 query_name(treas));
1980
1981 treas->x=op->x;
1982 treas->y=op->y;
1983 treas = insert_ob_in_map (treas, op->map, op,INS_BELOW_ORIGINATOR);
1984
1985 if (treas && (treas->type == RUNE || treas->type == TRAP) && treas->level
1986 && QUERY_FLAG (op, FLAG_ALIVE))
1987 spring_trap (treas, op);
1988 /* If either player or container was destroyed, no need to do
1989 * further processing. I think this should be enclused with
1990 * spring trap above, as I don't think there is otherwise
1991 * any way for the treasure chest or player to get killed
1992 */
1993 if (was_destroyed (op, op_tag) || was_destroyed (tmp, tmp_tag))
1994 break;
1995 }
1996
1997 if ( ! was_destroyed (tmp, tmp_tag) && tmp->inv == NULL)
1998 decrease_ob (tmp); 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);
1999 2128
2000} 2129}
2001 2130
2002/** 2131/**
2003 * op eats food. 2132 * op eats food.
2004 * If player, takes care of messages and dragon special food. 2133 * If player, takes care of messages and dragon special food.
2005 */ 2134 */
2135static void
2006static void apply_food (object *op, object *tmp) 2136apply_food (object *op, object *tmp)
2007{ 2137{
2008 int capacity_remaining; 2138 int capacity_remaining;
2009 2139
2010 if(op->type!=PLAYER) 2140 if (op->type != PLAYER)
2011 op->stats.hp=op->stats.maxhp; 2141 op->stats.hp = op->stats.maxhp;
2012 else { 2142 else
2143 {
2013 /* check if this is a dragon (player), eating some flesh */ 2144 /* check if this is a dragon (player), eating some flesh */
2014 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))
2015 ; 2146 ;
2016 else { 2147 else
2148 {
2017 /* usual case - no dragon meal: */ 2149 /* usual case - no dragon meal: */
2018 if(op->stats.food+tmp->stats.food>999) { 2150 if (op->stats.food + tmp->stats.food > 999)
2151 {
2019 if(tmp->type==FOOD || tmp->type==FLESH) 2152 if (tmp->type == FOOD || tmp->type == FLESH)
2020 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!");
2021 else 2154 else
2022 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!");
2023 } 2156 }
2024 2157
2025 if(!QUERY_FLAG(tmp, FLAG_CURSED)) { 2158 if (!QUERY_FLAG (tmp, FLAG_CURSED))
2159 {
2026 char buf[MAX_BUF]; 2160 char buf[MAX_BUF];
2027 2161
2028 if (!is_dragon_pl(op)) { 2162 if (!is_dragon_pl (op))
2163 {
2029 /* eating message for normal players*/ 2164 /* eating message for normal players */
2030 if(tmp->type==DRINK) 2165 if (tmp->type == DRINK)
2031 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 }
2032 else 2170 else
2033 sprintf(buf,"The %s tasted %s",&tmp->name, 2171 {
2034 tmp->type==FLESH?"terrible!":"good.");
2035 }
2036 else {
2037 /* eating message for dragon players*/ 2172 /* eating message for dragon players */
2038 sprintf(buf,"The %s tasted terrible!",&tmp->name); 2173 sprintf (buf, "The %s tasted terrible!", &tmp->name);
2039 } 2174 }
2040 2175
2041 new_draw_info(NDI_UNIQUE, 0,op,buf); 2176 new_draw_info (NDI_UNIQUE, 0, op, buf);
2042 capacity_remaining = 999 - op->stats.food; 2177 capacity_remaining = 999 - op->stats.food;
2043 op->stats.food+=tmp->stats.food; 2178 op->stats.food += tmp->stats.food;
2044 if(capacity_remaining < tmp->stats.food) 2179 if (capacity_remaining < tmp->stats.food)
2045 op->stats.hp += capacity_remaining / 50; 2180 op->stats.hp += capacity_remaining / 50;
2046 else 2181 else
2047 op->stats.hp+=tmp->stats.food/50; 2182 op->stats.hp += tmp->stats.food / 50;
2048 if(op->stats.hp>op->stats.maxhp) 2183 if (op->stats.hp > op->stats.maxhp)
2049 op->stats.hp=op->stats.maxhp; 2184 op->stats.hp = op->stats.maxhp;
2050 if (op->stats.food > 999) 2185 if (op->stats.food > 999)
2051 op->stats.food = 999; 2186 op->stats.food = 999;
2052 } 2187 }
2053 2188
2054 /* special food hack -b.t. */ 2189 /* special food hack -b.t. */
2055 if(tmp->title || QUERY_FLAG(tmp,FLAG_CURSED)) 2190 if (tmp->title || QUERY_FLAG (tmp, FLAG_CURSED))
2056 eat_special_food(op,tmp); 2191 eat_special_food (op, tmp);
2057 } 2192 }
2058 } 2193 }
2059 handle_apply_yield(tmp); 2194 handle_apply_yield (tmp);
2060 decrease_ob(tmp); 2195 decrease_ob (tmp);
2061} 2196}
2062 2197
2063/** 2198/**
2064 * A dragon is eating some flesh. If the flesh contains resistances, 2199 * A dragon is eating some flesh. If the flesh contains resistances,
2065 * 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.
2068 * object *op the object (dragon player) eating the flesh 2203 * object *op the object (dragon player) eating the flesh
2069 * object *meal the flesh item, getting chewed in dragon's mouth 2204 * object *meal the flesh item, getting chewed in dragon's mouth
2070 * return: 2205 * return:
2071 * int 1 if eating successful, 0 if it doesn't work 2206 * int 1 if eating successful, 0 if it doesn't work
2072 */ 2207 */
2208int
2073int dragon_eat_flesh(object *op, object *meal) { 2209dragon_eat_flesh (object *op, object *meal)
2210{
2074 object *skin = NULL; /* pointer to dragon skin force*/ 2211 object *skin = NULL; /* pointer to dragon skin force */
2075 object *abil = NULL; /* pointer to dragon ability force*/ 2212 object *abil = NULL; /* pointer to dragon ability force */
2076 object *tmp = NULL; /* tmp. object */ 2213 object *tmp = NULL; /* tmp. object */
2077 2214
2078 char buf[MAX_BUF]; /* tmp. string buffer */ 2215 char buf[MAX_BUF]; /* tmp. string buffer */
2079 double chance; /* improvement-chance of one resistance type */ 2216 double chance; /* improvement-chance of one resistance type */
2080 double totalchance=1; /* total chance of gaining one resistance */ 2217 double totalchance = 1; /* total chance of gaining one resistance */
2081 double bonus=0; /* level bonus (improvement is easier at lowlevel) */ 2218 double bonus = 0; /* level bonus (improvement is easier at lowlevel) */
2082 double mbonus=0; /* monster bonus */ 2219 double mbonus = 0; /* monster bonus */
2083 int atnr_winner[NROFATTACKS]; /* winning candidates for resistance improvement */ 2220 int atnr_winner[NROFATTACKS]; /* winning candidates for resistance improvement */
2084 int winners=0; /* number of winners */ 2221 int winners = 0; /* number of winners */
2085 int i; /* index */ 2222 int i; /* index */
2086 2223
2087 /* let's make sure and doublecheck the parameters */ 2224 /* let's make sure and doublecheck the parameters */
2088 if (meal->type!=FLESH || !is_dragon_pl(op)) 2225 if (meal->type != FLESH || !is_dragon_pl (op))
2089 return 0; 2226 return 0;
2090 2227
2091 /* now grab the 'dragon_skin'- and 'dragon_ability'-forces 2228 /* now grab the 'dragon_skin'- and 'dragon_ability'-forces
2092 from the player's inventory */ 2229 from the player's inventory */
2093 for (tmp=op->inv; tmp!=NULL; tmp=tmp->below) { 2230 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2231 {
2094 if (tmp->type == FORCE) { 2232 if (tmp->type == FORCE)
2233 {
2095 if (strcmp(tmp->arch->name, "dragon_skin_force")==0) 2234 if (strcmp (tmp->arch->name, "dragon_skin_force") == 0)
2096 skin = tmp; 2235 skin = tmp;
2097 else if (strcmp(tmp->arch->name, "dragon_ability_force")==0) 2236 else if (strcmp (tmp->arch->name, "dragon_ability_force") == 0)
2098 abil = tmp; 2237 abil = tmp;
2099 } 2238 }
2100 } 2239 }
2101 2240
2102 /* 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
2103 which is not to be considered a dragon -> bail out */ 2242 which is not to be considered a dragon -> bail out */
2104 if (skin == NULL || abil == NULL) return 0; 2243 if (skin == NULL || abil == NULL)
2105 2244 return 0;
2245
2106 /* now start by filling stomache and health, according to food-value */ 2246 /* now start by filling stomache and health, according to food-value */
2107 if((999 - op->stats.food) < meal->stats.food) 2247 if ((999 - op->stats.food) < meal->stats.food)
2108 op->stats.hp += (999 - op->stats.food) / 50; 2248 op->stats.hp += (999 - op->stats.food) / 50;
2109 else 2249 else
2110 op->stats.hp += meal->stats.food/50; 2250 op->stats.hp += meal->stats.food / 50;
2111 if(op->stats.hp>op->stats.maxhp) 2251 if (op->stats.hp > op->stats.maxhp)
2112 op->stats.hp=op->stats.maxhp; 2252 op->stats.hp = op->stats.maxhp;
2113 2253
2114 op->stats.food = MIN(999, op->stats.food + meal->stats.food); 2254 op->stats.food = MIN (999, op->stats.food + meal->stats.food);
2115 2255
2116 /*LOG(llevDebug, "-> player: %d, flesh: %d\n", op->level, meal->level);*/ 2256 /*LOG(llevDebug, "-> player: %d, flesh: %d\n", op->level, meal->level); */
2117 2257
2118 /* on to the interesting part: chances for adding resistance */ 2258 /* on to the interesting part: chances for adding resistance */
2119 for (i=0; i<NROFATTACKS; i++) { 2259 for (i = 0; i < NROFATTACKS; i++)
2260 {
2120 if (meal->resist[i] > 0 && atnr_is_dragon_enabled(i)) { 2261 if (meal->resist[i] > 0 && atnr_is_dragon_enabled (i))
2262 {
2121 /* got positive resistance, now calculate improvement chance (0-100) */ 2263 /* got positive resistance, now calculate improvement chance (0-100) */
2122 2264
2123 /* this bonus makes resistance increase easier at lower levels */ 2265 /* this bonus makes resistance increase easier at lower levels */
2124 bonus = (settings.max_level - op->level) * 30. / ((double)settings.max_level); 2266 bonus = (settings.max_level - op->level) * 30. / ((double) settings.max_level);
2125 if (i == abil->stats.exp) 2267 if (i == abil->stats.exp)
2126 bonus += 5; /* additional bonus for resistance of ability-focus */ 2268 bonus += 5; /* additional bonus for resistance of ability-focus */
2127 2269
2128 /* monster bonus increases with level, because high-level 2270 /* monster bonus increases with level, because high-level
2129 flesh is too rare */ 2271 flesh is too rare */
2130 mbonus = op->level * 20. / ((double)settings.max_level); 2272 mbonus = op->level * 20. / ((double) settings.max_level);
2131 2273
2132 chance = (((double)MIN(op->level+bonus, meal->level+bonus+mbonus))*100. / 2274 chance = (((double) MIN (op->level + bonus, meal->level + bonus + mbonus)) * 100. /
2133 ((double)settings.max_level)) - skin->resist[i]; 2275 ((double) settings.max_level)) - skin->resist[i];
2134 2276
2135 if (chance >= 0.) 2277 if (chance >= 0.)
2136 chance += 1.; 2278 chance += 1.;
2137 else 2279 else
2138 chance = (chance < -12) ? 0. : 1./pow(2., -chance); 2280 chance = (chance < -12) ? 0. : 1. / pow (2., -chance);
2139 2281
2140 /* chance is proportional to amount of resistance (max. 50) */ 2282 /* chance is proportional to amount of resistance (max. 50) */
2141 chance *= ((double)(MIN(meal->resist[i], 50)))/50.; 2283 chance *= ((double) (MIN (meal->resist[i], 50))) / 50.;
2142 2284
2143 /* doubled chance for resistance of ability-focus */ 2285 /* doubled chance for resistance of ability-focus */
2144 if (i == abil->stats.exp) 2286 if (i == abil->stats.exp)
2145 chance = MIN(100., chance*2.); 2287 chance = MIN (100., chance * 2.);
2146 2288
2147 /* 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!) */
2148 if (RANDOM()%10000 < (int)(chance*100)) { 2290 if (RANDOM () % 10000 < (int) (chance * 100))
2291 {
2149 atnr_winner[winners] = i; 2292 atnr_winner[winners] = i;
2150 winners++; 2293 winners++;
2151 } 2294 }
2152 2295
2153 if (chance >= 0.01 ) totalchance *= 1 - chance/100; 2296 if (chance >= 0.01)
2154 2297 totalchance *= 1 - chance / 100;
2298
2155 /*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); */
2156 } 2300 }
2157 } 2301 }
2158 2302
2159 /* inverse totalchance as until now we have the failure-chance */ 2303 /* inverse totalchance as until now we have the failure-chance */
2160 totalchance = 100 - totalchance*100; 2304 totalchance = 100 - totalchance * 100;
2161 /* print message according to totalchance */ 2305 /* print message according to totalchance */
2162 if (totalchance > 50.) 2306 if (totalchance > 50.)
2163 sprintf(buf, "Hmm! The %s tasted delicious!", &meal->name); 2307 sprintf (buf, "Hmm! The %s tasted delicious!", &meal->name);
2164 else if (totalchance > 10.) 2308 else if (totalchance > 10.)
2165 sprintf(buf, "The %s tasted very good.", &meal->name); 2309 sprintf (buf, "The %s tasted very good.", &meal->name);
2166 else if (totalchance > 1.) 2310 else if (totalchance > 1.)
2167 sprintf(buf, "The %s tasted good.", &meal->name); 2311 sprintf (buf, "The %s tasted good.", &meal->name);
2168 else if (totalchance > 0.1) 2312 else if (totalchance > 0.1)
2169 sprintf(buf, "The %s tasted bland.", &meal->name); 2313 sprintf (buf, "The %s tasted bland.", &meal->name);
2170 else if (totalchance >= 0.01) 2314 else if (totalchance >= 0.01)
2171 sprintf(buf, "The %s had a boring taste.", &meal->name); 2315 sprintf (buf, "The %s had a boring taste.", &meal->name);
2172 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))
2173 sprintf(buf, "The %s tasted strange.", &meal->name); 2317 sprintf (buf, "The %s tasted strange.", &meal->name);
2174 else 2318 else
2175 sprintf(buf, "The %s had no taste.", &meal->name); 2319 sprintf (buf, "The %s had no taste.", &meal->name);
2176 new_draw_info(NDI_UNIQUE, 0, op, buf); 2320 new_draw_info (NDI_UNIQUE, 0, op, buf);
2177 2321
2178 /* now choose a winner if we have any */ 2322 /* now choose a winner if we have any */
2179 i = -1; 2323 i = -1;
2180 if (winners>0) 2324 if (winners > 0)
2181 i = atnr_winner[RANDOM()%winners]; 2325 i = atnr_winner[RANDOM () % winners];
2182 2326
2183 if (i >= 0 && i < NROFATTACKS && skin->resist[i] < 95) { 2327 if (i >= 0 && i < NROFATTACKS && skin->resist[i] < 95)
2328 {
2184 /* resistance increased! */ 2329 /* resistance increased! */
2185 skin->resist[i]++; 2330 skin->resist[i]++;
2186 fix_player(op); 2331 fix_player (op);
2187 2332
2188 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]);
2189 new_draw_info(NDI_UNIQUE|NDI_RED, 0, op, buf); 2334 new_draw_info (NDI_UNIQUE | NDI_RED, 0, op, buf);
2190 } 2335 }
2191 2336
2192 /* if this flesh contains a new ability focus, we mark it 2337 /* if this flesh contains a new ability focus, we mark it
2193 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 */
2194 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)
2195 && meal->last_eat != abil->last_eat) { 2340 {
2196 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> */
2197 2342
2198 if (meal->last_eat != abil->stats.exp) { 2343 if (meal->last_eat != abil->stats.exp)
2344 {
2199 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]);
2200 change_resist_msg[meal->last_eat]);
2201 new_draw_info(NDI_UNIQUE, 0, op, buf); 2346 new_draw_info (NDI_UNIQUE, 0, op, buf);
2202 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);
2203 new_draw_info(NDI_UNIQUE, 0, op, buf); 2348 new_draw_info (NDI_UNIQUE, 0, op, buf);
2204 } 2349 }
2205 else { 2350 else
2351 {
2206 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]);
2207 change_resist_msg[meal->last_eat]);
2208 new_draw_info(NDI_UNIQUE, 0, op, buf); 2353 new_draw_info (NDI_UNIQUE, 0, op, buf);
2209 abil->last_eat = 0; 2354 abil->last_eat = 0;
2210 } 2355 }
2211 } 2356 }
2212 return 1; 2357 return 1;
2213} 2358}
2214 2359
2360static void
2215static void apply_savebed (object *pl) 2361apply_savebed (object *pl)
2216{ 2362{
2217#ifndef COZY_SERVER 2363#ifndef COZY_SERVER
2218 if(!pl->contr->name_changed||!pl->stats.exp) { 2364 if (!pl->contr->name_changed || !pl->stats.exp)
2365 {
2219 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.");
2220 return; 2367 return;
2221 } 2368 }
2222#endif 2369#endif
2223 INVOKE_PLAYER (LOGOUT, pl->contr); 2370 INVOKE_PLAYER (LOGOUT, pl->contr);
2224 /* 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 */
2225 terminate_all_pets(pl); 2372 terminate_all_pets (pl);
2226 remove_ob(pl); 2373 remove_ob (pl);
2227 pl->direction=0; 2374 pl->direction = 0;
2228 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);
2229 "%s leaves the game.", &pl->name); 2376
2230
2231 /* update respawn position */ 2377 /* update respawn position */
2232 strcpy(pl->contr->savebed_map, pl->map->path); 2378 strcpy (pl->contr->savebed_map, pl->map->path);
2233 pl->contr->bed_x = pl->x; 2379 pl->contr->bed_x = pl->x;
2234 pl->contr->bed_y = pl->y; 2380 pl->contr->bed_y = pl->y;
2235 2381
2236 strcpy(pl->contr->killer,"left"); 2382 strcpy (pl->contr->killer, "left");
2237 check_score(pl); /* Always check score */ 2383 check_score (pl); /* Always check score */
2238 (void)save_player(pl,0); 2384 (void) save_player (pl, 0);
2239 pl->map->players--; 2385 pl->map->players--;
2240#if MAP_MAXTIMEOUT 2386#if MAP_MAXTIMEOUT
2241 MAP_SWAP_TIME(pl->map) = MAP_TIMEOUT(pl->map); 2387 MAP_SWAP_TIME (pl->map) = MAP_TIMEOUT (pl->map);
2242#endif 2388#endif
2243 play_again(pl); 2389 play_again (pl);
2244 pl->speed = 0; 2390 pl->speed = 0;
2245 update_ob_speed(pl); 2391 update_ob_speed (pl);
2246} 2392}
2247 2393
2248/** 2394/**
2249 * Handles applying an improve armor scroll. 2395 * Handles applying an improve armor scroll.
2250 * Does some sanity checks, then calls improve_armour. 2396 * Does some sanity checks, then calls improve_armour.
2251 */ 2397 */
2398static void
2252static void apply_armour_improver (object *op, object *tmp) 2399apply_armour_improver (object *op, object *tmp)
2253{ 2400{
2254 object *armor; 2401 object *armor;
2255 2402
2256 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 {
2257 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.");
2258 return;
2259 }
2260 armor=find_marked_object(op);
2261 if ( ! armor) {
2262 new_draw_info(NDI_UNIQUE, 0, op, "You need to mark an armor object.");
2263 return; 2406 return;
2264 } 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 }
2265 if (armor->type != ARMOUR 2414 if (armor->type != ARMOUR
2266 && armor->type != CLOAK 2415 && armor->type != CLOAK
2267 && armor->type != BOOTS && armor->type != GLOVES 2416 && armor->type != BOOTS && armor->type != GLOVES && armor->type != BRACERS && armor->type != SHIELD && armor->type != HELMET)
2268 && armor->type != BRACERS && armor->type != SHIELD
2269 && armor->type != HELMET)
2270 { 2417 {
2271 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");
2272 return; 2419 return;
2273 } 2420 }
2274 2421
2275 new_draw_info(NDI_UNIQUE, 0,op,"Applying armour enchantment."); 2422 new_draw_info (NDI_UNIQUE, 0, op, "Applying armour enchantment.");
2276 improve_armour(op,tmp,armor); 2423 improve_armour (op, tmp, armor);
2277} 2424}
2278 2425
2279 2426
2427extern void
2280extern void apply_poison (object *op, object *tmp) 2428apply_poison (object *op, object *tmp)
2281{ 2429{
2282 if (op->type == PLAYER) { 2430 if (op->type == PLAYER)
2431 {
2283 play_sound_player_only(op->contr, SOUND_DRINK_POISON,0,0); 2432 play_sound_player_only (op->contr, SOUND_DRINK_POISON, 0, 0);
2284 new_draw_info(NDI_UNIQUE, 0,op,"Yech! That tasted poisonous!"); 2433 new_draw_info (NDI_UNIQUE, 0, op, "Yech! That tasted poisonous!");
2285 strcpy(op->contr->killer,"poisonous booze"); 2434 strcpy (op->contr->killer, "poisonous booze");
2286 } 2435 }
2287 if (tmp->stats.hp > 0) { 2436 if (tmp->stats.hp > 0)
2437 {
2288 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);
2289 tmp->stats.hp);
2290 hit_player(op, tmp->stats.hp, tmp, AT_POISON, 1); 2439 hit_player (op, tmp->stats.hp, tmp, AT_POISON, 1);
2291 } 2440 }
2292 op->stats.food-=op->stats.food/4; 2441 op->stats.food -= op->stats.food / 4;
2293 handle_apply_yield(tmp); 2442 handle_apply_yield (tmp);
2294 decrease_ob(tmp); 2443 decrease_ob (tmp);
2295} 2444}
2296 2445
2297/** 2446/**
2298 * 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.
2299 * A valid 2 way exit means: 2448 * A valid 2 way exit means:
2304 * 2453 *
2305 * 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
2306 * 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
2307 * 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).
2308 */ 2457 */
2458int
2309int is_legal_2ways_exit (object* op, object *exit) 2459is_legal_2ways_exit (object *op, object *exit)
2310 { 2460{
2311 object * tmp; 2461 object *tmp;
2312 object * exit_owner; 2462 object *exit_owner;
2313 player * pp; 2463 player *pp;
2314 mapstruct * exitmap; 2464 maptile *exitmap;
2315 if (exit->stats.exp!=1) return 1; /*This is not a 2 way, so it is legal*/ 2465
2316 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 */
2317 /* To know if an exit has a correspondant, we look at 2470 /* To know if an exit has a correspondant, we look at
2318 * all the exits in destination and try to find one with same path as 2471 * all the exits in destination and try to find one with same path as
2319 * the current exit's position */ 2472 * the current exit's position */
2320 if (!strncmp(EXIT_PATH (exit), settings.localdir, strlen(settings.localdir))) 2473 if (!strncmp (EXIT_PATH (exit), settings.localdir, strlen (settings.localdir)))
2321 exitmap = ready_map_name(EXIT_PATH (exit), MAP_PLAYER_UNIQUE); 2474 exitmap = ready_map_name (EXIT_PATH (exit), MAP_PLAYER_UNIQUE);
2475 else
2322 else exitmap = ready_map_name(EXIT_PATH (exit), 0); 2476 exitmap = ready_map_name (EXIT_PATH (exit), 0);
2323 if (exitmap) 2477 if (exitmap)
2324 { 2478 {
2325 tmp=get_map_ob (exitmap,EXIT_X(exit),EXIT_Y(exit)); 2479 tmp = get_map_ob (exitmap, EXIT_X (exit), EXIT_Y (exit));
2326 if (!tmp) return 0; 2480 if (!tmp)
2481 return 0;
2327 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)
2328 { 2483 {
2329 if (tmp->type!=EXIT) continue; /*Not an exit*/ 2484 if (tmp->type != EXIT)
2330 if (!EXIT_PATH (tmp)) continue; /*Not a valid exit*/ 2485 continue; /*Not an exit */
2331 if ( (EXIT_X(tmp)!=exit->x) || (EXIT_Y(tmp)!=exit->y)) continue; /*Not in the same place*/ 2486 if (!EXIT_PATH (tmp))
2332 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 */
2333 2492
2334 /* 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
2335 * 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
2336 * town portals to prevent strangers from visiting your appartments 2495 * town portals to prevent strangers from visiting your appartments
2337 */ 2496 */
2497 if (!exit->race)
2338 if (!exit->race) return 1; /*No owner, free for all!*/ 2498 return 1; /*No owner, free for all! */
2339 exit_owner=NULL; 2499 exit_owner = NULL;
2340 for (pp=first_player;pp;pp=pp->next) 2500 for (pp = first_player; pp; pp = pp->next)
2341 { 2501 {
2342 if (!pp->ob) continue; 2502 if (!pp->ob)
2503 continue;
2343 if (pp->ob->name!=exit->race) continue; 2504 if (pp->ob->name != exit->race)
2505 continue;
2344 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 */
2345 break; 2507 break;
2346 } 2508 }
2347 if (!exit_owner) return 0; /* No more owner*/ 2509 if (!exit_owner)
2348 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 */
2349 if ( exit_owner && /*There is a owner*/ 2513 if (exit_owner && /*There is a owner */
2350 (op->contr) && /*A player tries to pass */ 2514 (op->contr) && /*A player tries to pass */
2351 ( (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 */
2352 (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 */
2353 return 0; 2517 return 0;
2354 return 1; 2518 return 1;
2355 } 2519 }
2356 } 2520 }
2357 return 0; 2521 return 0;
2358 } 2522}
2359 2523
2360 2524
2361/** 2525/**
2362 * Main apply handler. 2526 * Main apply handler.
2363 * 2527 *
2373 * 2537 *
2374 * aflag is special (always apply/unapply) flags. Nothing is done with 2538 * aflag is special (always apply/unapply) flags. Nothing is done with
2375 * them in this function - they are passed to apply_special 2539 * them in this function - they are passed to apply_special
2376 */ 2540 */
2377 2541
2542int
2378int manual_apply (object *op, object *tmp, int aflag) 2543manual_apply (object *op, object *tmp, int aflag)
2379{ 2544{
2380 if (tmp->head) tmp=tmp->head; 2545 if (tmp->head)
2546 tmp = tmp->head;
2381 2547
2382 if (QUERY_FLAG (tmp, FLAG_UNPAID) && ! QUERY_FLAG (tmp, FLAG_APPLIED)) { 2548 if (QUERY_FLAG (tmp, FLAG_UNPAID) && !QUERY_FLAG (tmp, FLAG_APPLIED))
2549 {
2383 if (op->type == PLAYER) { 2550 if (op->type == PLAYER)
2551 {
2384 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);
2385 return 1; 2612 return 1;
2386 } else {
2387 return 0; /* monsters just skip unpaid items */
2388 } 2613 }
2389 } 2614 else
2615 {
2616 return 0;
2617 }
2390 2618
2391 if (INVOKE_OBJECT (APPLY, tmp, ARG_OBJECT (op))) 2619 case SKILLSCROLL:
2392 return RESULT_INT (0); 2620 if (op->type == PLAYER)
2393 2621 {
2394 switch (tmp->type) { 2622 apply_skillscroll (op, tmp);
2395
2396 case CF_HANDLE:
2397 new_draw_info(NDI_UNIQUE, 0,op,"You turn the handle.");
2398 play_sound_map(op->map, op->x, op->y, SOUND_TURN_HANDLE);
2399 tmp->value=tmp->value?0:1;
2400 SET_ANIMATION(tmp, tmp->value);
2401 update_object(tmp,UP_OBJ_FACE);
2402 push_button(tmp);
2403 return 1; 2623 return 1;
2404
2405 case TRIGGER:
2406 if (check_trigger (tmp, op)) {
2407 new_draw_info (NDI_UNIQUE, 0, op, "You turn the handle.");
2408 play_sound_map (tmp->map, tmp->x, tmp->y, SOUND_TURN_HANDLE);
2409 } else {
2410 new_draw_info (NDI_UNIQUE, 0, op, "The handle doesn't move.");
2411 } 2624 }
2625 return 0;
2626
2627 case SPELLBOOK:
2628 if (op->type == PLAYER)
2629 {
2630 apply_spellbook (op, tmp);
2412 return 1; 2631 return 1;
2413
2414 case EXIT:
2415 if (op->type != PLAYER)
2416 return 0;
2417 if( ! EXIT_PATH (tmp) || !is_legal_2ways_exit(op,tmp)) {
2418 new_draw_info_format(NDI_UNIQUE, 0, op, "The %s is closed.",
2419 query_name(tmp));
2420 } else {
2421 /* Don't display messages for random maps. */
2422 if (tmp->msg && strncmp(EXIT_PATH(tmp),"/!",2) &&
2423 strncmp(EXIT_PATH(tmp), "/random/", 8))
2424 new_draw_info (NDI_NAVY, 0, op, tmp->msg);
2425 enter_exit(op,tmp);
2426 } 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);
2427 return 1; 2662 return 1;
2663 }
2664 else
2665 {
2666 return 0;
2667 }
2428 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:
2429 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:
2430 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);
2431 return 1; 2707 return 1;
2432
2433 case BOOK:
2434 if (op->type == PLAYER) {
2435 apply_book (op, tmp);
2436 return 1;
2437 } else {
2438 return 0;
2439 } 2708 }
2440 2709 else
2441 case SKILLSCROLL:
2442 if (op->type == PLAYER) {
2443 apply_skillscroll (op, tmp);
2444 return 1;
2445 } 2710 {
2446 return 0; 2711 return 0;
2447
2448 case SPELLBOOK:
2449 if (op->type == PLAYER) {
2450 apply_spellbook (op, tmp);
2451 return 1;
2452 } 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 {
2453 return 0; 2722 return 0;
2723 }
2454 2724
2725 case WEAPON_IMPROVER:
2726 (void) check_improve_weapon (op, tmp);
2727 return 1;
2728
2455 case SCROLL: 2729 case CLOCK:
2456 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);
2457 return 1; 2741 return 1;
2742 }
2743 else
2744 {
2745 return 0;
2746 }
2458 2747
2459 case POTION: 2748 case MENU:
2460 (void) apply_potion(op, tmp); 2749 if (op->type == PLAYER)
2750 {
2751 shop_listing (op);
2461 return 1; 2752 return 1;
2753 }
2754 else
2755 {
2756 return 0;
2757 }
2462 2758
2463 /* Eneq(@csd.uu.se): Handle apply on containers. */ 2759 case POWER_CRYSTAL:
2464 case CLOSE_CON: 2760 apply_power_crystal (op, tmp); /* see egoitem.c */
2761 return 1;
2762
2763 case LIGHTER: /* for lighting torches/lanterns/etc */
2465 if (op->type==PLAYER) 2764 if (op->type == PLAYER)
2466 (void) esrv_apply_container (op, tmp->env); 2765 {
2467 else 2766 apply_lighter (op, tmp);
2468 (void) apply_container (op, tmp->env);
2469 return 1; 2767 return 1;
2470
2471 case CONTAINER:
2472 if (op->type==PLAYER)
2473 (void) esrv_apply_container (op, tmp);
2474 else
2475 (void) apply_container (op, tmp);
2476 return 1;
2477
2478 case TREASURE:
2479 if (op->type == PLAYER) {
2480 apply_treasure (op, tmp);
2481 return 1;
2482 } else {
2483 return 0;
2484 } 2768 }
2485
2486 case WEAPON:
2487 case ARMOUR:
2488 case BOOTS:
2489 case GLOVES:
2490 case AMULET:
2491 case GIRDLE:
2492 case BRACERS:
2493 case SHIELD:
2494 case HELMET:
2495 case RING:
2496 case CLOAK:
2497 case WAND:
2498 case ROD:
2499 case HORN:
2500 case SKILL:
2501 case BOW:
2502 case LAMP:
2503 case BUILDER:
2504 case SKILL_TOOL:
2505 if (tmp->env != op)
2506 return 2; /* not in inventory */
2507 (void) apply_special (op, tmp, aflag);
2508 return 1;
2509
2510 case DRINK:
2511 case FOOD:
2512 case FLESH:
2513 apply_food (op, tmp);
2514 return 1;
2515
2516 case POISON:
2517 apply_poison (op, tmp);
2518 return 1;
2519
2520 case SAVEBED:
2521 if (op->type == PLAYER) {
2522 apply_savebed (op);
2523 return 1;
2524 } else { 2769 else
2525 return 0;
2526 } 2770 {
2527
2528 case ARMOUR_IMPROVER:
2529 if (op->type == PLAYER) {
2530 apply_armour_improver (op, tmp);
2531 return 1;
2532 } else {
2533 return 0;
2534 }
2535
2536 case WEAPON_IMPROVER:
2537 (void) check_improve_weapon(op, tmp);
2538 return 1;
2539
2540 case CLOCK:
2541 if (op->type == PLAYER) {
2542 char buf[MAX_BUF];
2543 timeofday_t tod;
2544
2545 get_tod(&tod);
2546 sprintf(buf, "It is %d minute%s past %d o'clock %s",
2547 tod.minute+1, ((tod.minute+1 < 2) ? "" : "s"),
2548 ((tod.hour % 14 == 0) ? 14 : ((tod.hour)%14)),
2549 ((tod.hour >= 14) ? "pm" : "am"));
2550 play_sound_player_only(op->contr, SOUND_CLOCK,0,0);
2551 new_draw_info(NDI_UNIQUE, 0,op, buf);
2552 return 1;
2553 } else {
2554 return 0;
2555 }
2556
2557 case MENU:
2558 if (op->type == PLAYER) {
2559 shop_listing (op);
2560 return 1;
2561 } else {
2562 return 0;
2563 }
2564
2565 case POWER_CRYSTAL:
2566 apply_power_crystal(op,tmp); /* see egoitem.c */
2567 return 1;
2568
2569 case LIGHTER: /* for lighting torches/lanterns/etc */
2570 if (op->type == PLAYER) {
2571 apply_lighter(op,tmp);
2572 return 1;
2573 } else {
2574 return 0;
2575 }
2576
2577 case ITEM_TRANSFORMER:
2578 apply_item_transformer( op, tmp );
2579 return 1;
2580
2581 default:
2582 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;
2583 } 2780 }
2584} 2781}
2585 2782
2586 2783
2587/* 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"
2588 * 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
2589 * "but you are floating high above the ground" messages. 2786 * "but you are floating high above the ground" messages.
2590 * 2787 *
2591 * Same return value as apply() function. 2788 * Same return value as apply() function.
2592 */ 2789 */
2790int
2593int player_apply (object *pl, object *op, int aflag, int quiet) 2791player_apply (object *pl, object *op, int aflag, int quiet)
2594{ 2792{
2595 int tmp; 2793 int tmp;
2596 2794
2597 if (op->env == NULL && (pl->move_type & MOVE_FLYING)) { 2795 if (op->env == NULL && (pl->move_type & MOVE_FLYING))
2796 {
2598 /* player is flying and applying object not in inventory */ 2797 /* player is flying and applying object not in inventory */
2599 if ( ! QUERY_FLAG (pl, FLAG_WIZ) && !(op->move_type & MOVE_FLYING)) { 2798 if (!QUERY_FLAG (pl, FLAG_WIZ) && !(op->move_type & MOVE_FLYING))
2799 {
2600 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!");
2601 "above the ground!");
2602 return 0; 2801 return 0;
2603 } 2802 }
2604 } 2803 }
2605 2804
2606 /* 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
2607 * applied. 2806 * applied.
2608 */ 2807 */
2609 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))
2610 { 2809 {
2611 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);
2612 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!");
2613 "of smoke!");
2614 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.");
2615 remove_ob (op); 2813 remove_ob (op);
2616 free_object (op); 2814 free_object (op);
2617 return 1; 2815 return 1;
2618 } 2816 }
2619 2817
2620 pl->contr->last_used = op; 2818 pl->contr->last_used = op;
2621 pl->contr->last_used_id = op->count; 2819 pl->contr->last_used_id = op->count;
2622 2820
2623 tmp = manual_apply (pl, op, aflag); 2821 tmp = manual_apply (pl, op, aflag);
2624 if ( ! quiet) { 2822 if (!quiet)
2823 {
2625 if (tmp == 0) 2824 if (tmp == 0)
2626 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));
2627 "I don't know how to apply the %s.",
2628 query_name (op));
2629 else if (tmp == 2) 2826 else if (tmp == 2)
2630 new_draw_info_format (NDI_UNIQUE, 0, pl, 2827 new_draw_info_format (NDI_UNIQUE, 0, pl, "You must get it first!\n");
2631 "You must get it first!\n");
2632 } 2828 }
2633 return tmp; 2829 return tmp;
2634} 2830}
2635 2831
2636/** 2832/**
2637 * player_apply_below attempts to apply the object 'below' the player. 2833 * player_apply_below attempts to apply the object 'below' the player.
2638 * If the player has an open container, we use that for below, otherwise 2834 * If the player has an open container, we use that for below, otherwise
2639 * we use the ground. 2835 * we use the ground.
2640 */ 2836 */
2641 2837
2838void
2642void player_apply_below (object *pl) 2839player_apply_below (object *pl)
2643{ 2840{
2644 object *tmp, *next; 2841 object *tmp, *next;
2645 int floors; 2842 int floors;
2646 2843
2647 /* 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
2648 * item in the container. Otherwise, use the map. 2845 * item in the container. Otherwise, use the map.
2649 */ 2846 */
2650 tmp = (pl->container != NULL) ? pl->container->inv : pl->below; 2847 tmp = (pl->container != NULL) ? pl->container->inv : pl->below;
2651 2848
2652 /* 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
2653 * 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
2654 * 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
2655 * 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
2656 * not return a proper value. 2853 * not return a proper value.
2657 */ 2854 */
2658 for (floors = 0; tmp!=NULL; tmp=next) { 2855 for (floors = 0; tmp != NULL; tmp = next)
2856 {
2659 next = tmp->below; 2857 next = tmp->below;
2660 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 2858 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
2661 floors++; 2859 floors++;
2662 else if (floors > 0) 2860 else if (floors > 0)
2663 return; /* process only floor objects after first floor object */ 2861 return; /* process only floor objects after first floor object */
2664 2862
2665 /* 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
2666 * person moving on it, also activate. Added code to make it 2864 * person moving on it, also activate. Added code to make it
2667 * 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
2668 * the item needs. 2866 * the item needs.
2669 */ 2867 */
2670 if ( ! tmp->invisible || (tmp->move_on & pl->move_type)) { 2868 if (!tmp->invisible || (tmp->move_on & pl->move_type))
2869 {
2671 if (player_apply (pl, tmp, 0, 1) == 1) 2870 if (player_apply (pl, tmp, 0, 1) == 1)
2672 return; 2871 return;
2673 } 2872 }
2674 if (floors >= 2) 2873 if (floors >= 2)
2675 return; /* process at most two floor objects */ 2874 return; /* process at most two floor objects */
2676 } 2875 }
2677} 2876}
2678 2877
2679/** 2878/**
2680 * Unapplies specified item. 2879 * Unapplies specified item.
2681 * No check done on cursed/damned. 2880 * No check done on cursed/damned.
2682 * Break this out of apply_special - this is just done 2881 * Break this out of apply_special - this is just done
2683 * 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.
2684 */ 2883 */
2884static int
2685static int unapply_special (object *who, object *op, int aflags) 2885unapply_special (object *who, object *op, int aflags)
2686{ 2886{
2687 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)))
2688 || INVOKE_OBJECT (UNREADY, who, ARG_OBJECT (op), ARG_INT (aflags)))
2689 return RESULT_INT (0); 2888 return RESULT_INT (0);
2690 2889
2691 object *tmp2; 2890 object *tmp2;
2692 2891
2693 CLEAR_FLAG(op, FLAG_APPLIED); 2892 CLEAR_FLAG (op, FLAG_APPLIED);
2694 switch(op->type) { 2893 switch (op->type)
2894 {
2695 case WEAPON: 2895 case WEAPON:
2696 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));
2697 2897
2698 (void) change_abil (who,op); 2898 (void) change_abil (who, op);
2699 if(QUERY_FLAG(who,FLAG_READY_WEAPON)) 2899 if (QUERY_FLAG (who, FLAG_READY_WEAPON))
2700 CLEAR_FLAG(who,FLAG_READY_WEAPON); 2900 CLEAR_FLAG (who, FLAG_READY_WEAPON);
2701 clear_skill(who); 2901 clear_skill (who);
2702 break; 2902 break;
2703 2903
2704 case SKILL: /* allows objects to impart skills */ 2904 case SKILL: /* allows objects to impart skills */
2705 case SKILL_TOOL: 2905 case SKILL_TOOL:
2706 if (op != who->chosen_skill) { 2906 if (op != who->chosen_skill)
2907 {
2707 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;
2708 } 3017 }
2709 if (who->type==PLAYER) {
2710 if (who->contr->shoottype == range_skill)
2711 who->contr->shoottype = range_none;
2712 if ( ! op->invisible) {
2713 new_draw_info_format (NDI_UNIQUE, 0, who,
2714 "You stop using the %s.", query_name(op));
2715 } else {
2716 new_draw_info_format (NDI_UNIQUE, 0, who,
2717 "You can no longer use the skill: %s.",
2718 &op->skill);
2719 }
2720 }
2721 (void) change_abil (who, op);
2722 who->chosen_skill = NULL;
2723 CLEAR_FLAG (who, FLAG_READY_SKILL);
2724 break;
2725 3018
2726 case ARMOUR:
2727 case HELMET:
2728 case SHIELD:
2729 case RING:
2730 case BOOTS:
2731 case GLOVES:
2732 case AMULET:
2733 case GIRDLE:
2734 case BRACERS:
2735 case CLOAK:
2736 new_draw_info_format(NDI_UNIQUE, 0, who, "You unwear %s.",query_name(op));
2737 (void) change_abil (who,op);
2738 break;
2739 case LAMP:
2740 new_draw_info_format(NDI_UNIQUE, 0, who, "You turn off your %s.",
2741 &op->name);
2742 tmp2 = arch_to_object(op->other_arch);
2743 tmp2->x = op->x;
2744 tmp2->y = op->y;
2745 tmp2->map = op->map;
2746 tmp2->below = op->below;
2747 tmp2->above = op->above;
2748 tmp2->stats.food = op->stats.food;
2749 CLEAR_FLAG(tmp2, FLAG_APPLIED);
2750 if (QUERY_FLAG(op, FLAG_INV_LOCKED))
2751 SET_FLAG(tmp2, FLAG_INV_LOCKED);
2752 if (who->type == PLAYER)
2753 esrv_del_item(who->contr, (tag_t)op->count);
2754 remove_ob(op);
2755 free_object(op);
2756 insert_ob_in_ob(tmp2, who);
2757 fix_player(who);
2758 if (QUERY_FLAG(op, FLAG_CURSED) || QUERY_FLAG(op, FLAG_DAMNED)) {
2759 if (who->type == PLAYER) {
2760 new_draw_info(NDI_UNIQUE, 0,who, "Oops, it feels deadly cold!");
2761 SET_FLAG(tmp2, FLAG_KNOWN_CURSED);
2762 }
2763 }
2764 if(who->type==PLAYER)
2765 esrv_send_item(who, tmp2);
2766 return 1; /* otherwise, an attempt to drop causes problems */
2767 break;
2768 case BOW:
2769 case WAND:
2770 case ROD:
2771 case HORN:
2772 clear_skill(who);
2773 new_draw_info_format(NDI_UNIQUE, 0, who, "You unready %s.",query_name(op));
2774 if(who->type==PLAYER) {
2775 who->contr->shoottype = range_none;
2776 } else {
2777 if (op->type == BOW)
2778 CLEAR_FLAG (who, FLAG_READY_BOW);
2779 else
2780 CLEAR_FLAG(who, FLAG_READY_RANGE);
2781 }
2782 break;
2783
2784 case BUILDER:
2785 new_draw_info_format(NDI_UNIQUE, 0, who, "You unready %s.",query_name(op));
2786 who->contr->shoottype = range_none;
2787 who->contr->ranges[ range_builder ] = NULL;
2788 break;
2789
2790 default:
2791 new_draw_info_format(NDI_UNIQUE, 0, who, "You unapply %s.",query_name(op));
2792 break;
2793 }
2794
2795 fix_player(who);
2796
2797 if ( ! (aflags & AP_NO_MERGE)) {
2798 object *tmp;
2799
2800 tag_t del_tag = op->count;
2801 tmp = merge_ob (op, NULL);
2802 if (who->type == PLAYER) {
2803 if (tmp) { /* it was merged */
2804 esrv_del_item (who->contr, del_tag);
2805 op = tmp;
2806 }
2807 esrv_send_item (who, op); 3019 esrv_send_item (who, op);
2808 } 3020 }
2809 } 3021 }
2810 return 0; 3022 return 0;
2811} 3023}
2812 3024
2813/** 3025/**
2814 * Returns the object that is using location 'loc'. 3026 * Returns the object that is using location 'loc'.
2815 * Note that 'start' is the first object to start examing - we 3027 * Note that 'start' is the first object to start examing - we
2822 * loc is the index into the array we are looking for a match. 3034 * loc is the index into the array we are looking for a match.
2823 * don't return invisible objects unless they are skill objects 3035 * don't return invisible objects unless they are skill objects
2824 * invisible other objects that use 3036 * invisible other objects that use
2825 * up body locations can be used as restrictions. 3037 * up body locations can be used as restrictions.
2826 */ 3038 */
3039object *
2827object *get_item_from_body_location(object *start, int loc) 3040get_item_from_body_location (object *start, int loc)
2828{ 3041{
2829 object *tmp; 3042 object *tmp;
2830 3043
2831 if (!start) return NULL; 3044 if (!start)
2832
2833 for (tmp=start; tmp; tmp=tmp->below)
2834 if (QUERY_FLAG(tmp, FLAG_APPLIED) && tmp->body_info[loc] &&
2835 (!tmp->invisible || tmp->type==SKILL)) return tmp;
2836
2837 return NULL; 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;
2838} 3052}
2839 3053
2840 3054
2841 3055
2842/** 3056/**
2848 * Returns 0 on success, returns 1 if there is some problem. 3062 * Returns 0 on success, returns 1 if there is some problem.
2849 * 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
2850 * 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
2851 * another function that does just that. 3065 * another function that does just that.
2852 */ 3066 */
3067int
2853int unapply_for_ob(object *who, object *op, int aflags) 3068unapply_for_ob (object *who, object *op, int aflags)
2854{ 3069{
2855 int i; 3070 int i;
2856 object *tmp=NULL, *last; 3071 object *tmp = NULL, *last;
2857 3072
2858 /* 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
2859 * 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.
2860 */ 3075 */
2861 if (op->type == WEAPON || op->type == SHIELD) { 3076 if (op->type == WEAPON || op->type == SHIELD)
3077 {
2862 for (tmp=who->inv; tmp; tmp=tmp->below) { 3078 for (tmp = who->inv; tmp; tmp = tmp->below)
3079 {
2863 if (QUERY_FLAG(tmp, FLAG_APPLIED) && tmp->type == op->type) { 3080 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == op->type)
2864 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || 3081 {
2865 (!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 {
2866 if (aflags & AP_PRINT) 3084 if (aflags & AP_PRINT)
2867 new_draw_info(NDI_UNIQUE, 0, who, query_name(tmp)); 3085 new_draw_info (NDI_UNIQUE, 0, who, query_name (tmp));
2868 else 3086 else
2869 unapply_special(who, tmp, aflags); 3087 unapply_special (who, tmp, aflags);
2870 } 3088 }
2871 else { 3089 else
3090 {
2872 /* 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.
2873 * 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
2874 * at least generate the message. 3093 * at least generate the message.
2875 */ 3094 */
2876 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));
2877 "No matter how hard you try, you just can't\nremove %s.",
2878 query_name(tmp));
2879 return 1; 3096 return 1;
2880 } 3097 }
2881 3098
2882 } 3099 }
2883 } 3100 }
2884 } 3101 }
2885 3102
2886 for (i=0; i<NUM_BODY_LOCATIONS; i++) { 3103 for (i = 0; i < NUM_BODY_LOCATIONS; i++)
3104 {
2887 /* this used up a slot that we need to free */ 3105 /* this used up a slot that we need to free */
2888 if (op->body_info[i]) { 3106 if (op->body_info[i])
3107 {
2889 last = who->inv; 3108 last = who->inv;
2890 3109
2891 /* 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
2892 * to free up enough slots. 3111 * to free up enough slots.
2893 */ 3112 */
2894 while ((who->body_used[i] + op->body_info[i]) < 0) { 3113 while ((who->body_used[i] + op->body_info[i]) < 0)
3114 {
2895 tmp = get_item_from_body_location(last, i); 3115 tmp = get_item_from_body_location (last, i);
2896 if (!tmp) { 3116 if (!tmp)
3117 {
2897#if 0 3118#if 0
2898 /* 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
2899 * equipped. 3120 * equipped.
2900 */ 3121 */
2901 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);
2902 i, body_locations[i].save_name, who->name);
2903#endif 3123#endif
2904 return 1; 3124 return 1;
2905 } 3125 }
2906 /* 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 */
2907 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))))
2908 (!(QUERY_FLAG(tmp, FLAG_CURSED) || QUERY_FLAG(tmp, FLAG_DAMNED)))) { 3128 {
2909 if (aflags & AP_PRINT) 3129 if (aflags & AP_PRINT)
2910 new_draw_info(NDI_UNIQUE, 0, who, query_name(tmp)); 3130 new_draw_info (NDI_UNIQUE, 0, who, query_name (tmp));
2911 else 3131 else
2912 unapply_special(who, tmp, aflags); 3132 unapply_special (who, tmp, aflags);
2913 } 3133 }
2914 else { 3134 else
3135 {
2915 /* Cursed item that we can't unequip - tell the player. 3136 /* Cursed item that we can't unequip - tell the player.
2916 * 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,
2917 * 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
2918 * one cursed ring.) 3139 * one cursed ring.)
2919 */ 3140 */
2920 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));
2921 } 3142 }
2922 last = tmp->below; 3143 last = tmp->below;
2923 } 3144 }
2924 /* 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
2925 * return in the !tmp would have kicked in. 3146 * return in the !tmp would have kicked in.
2926 */ 3147 */
2927 } /* if op is using this body location */ 3148 } /* if op is using this body location */
2928 } /* for body lcoations */ 3149 } /* for body lcoations */
2929 return 0; 3150 return 0;
2930} 3151}
2931 3152
2932/** 3153/**
2933 * Checks to see if 'who' can apply object 'op'. 3154 * Checks to see if 'who' can apply object 'op'.
2934 * Returns 0 if apply can be done without anything special. 3155 * Returns 0 if apply can be done without anything special.
2938 * 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?)
2939 * 3160 *
2940 * See include/define.h for detailed description of the meaning of 3161 * See include/define.h for detailed description of the meaning of
2941 * these return values. 3162 * these return values.
2942 */ 3163 */
3164int
2943int can_apply_object(object *who, object *op) 3165can_apply_object (object *who, object *op)
2944{ 3166{
2945 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)))
2946 || INVOKE_OBJECT (CAN_APPLY, who, ARG_OBJECT (op)))
2947 return RESULT_INT (0); 3168 return RESULT_INT (0);
2948 3169
2949 int i, retval=0; 3170 int i, retval = 0;
2950 object *tmp=NULL, *ws=NULL; 3171 object *tmp = NULL, *ws = NULL;
2951 3172
2952 /* 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
2953 * 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
2954 * 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
2955 * in place and store that way. 3176 * in place and store that way.
2956 */ 3177 */
2957 if (op->type == WEAPON || op->type == SHIELD) { 3178 if (op->type == WEAPON || op->type == SHIELD)
3179 {
2958 for (tmp=who->inv; tmp && !ws; tmp=tmp->below) { 3180 for (tmp = who->inv; tmp && !ws; tmp = tmp->below)
3181 {
2959 if (QUERY_FLAG(tmp, FLAG_APPLIED) && tmp->type == op->type) { 3182 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == op->type)
3183 {
2960 retval = CAN_APPLY_UNAPPLY; 3184 retval = CAN_APPLY_UNAPPLY;
2961 ws = tmp; 3185 ws = tmp;
2962 } 3186 }
2963 } 3187 }
2964 } 3188 }
3189
3190
3191 for (i = 0; i < NUM_BODY_LOCATIONS; i++)
3192 {
3193 if (op->body_info[i])
2965 3194 {
2966
2967 for (i=0; i<NUM_BODY_LOCATIONS; i++) {
2968 if (op->body_info[i]) {
2969 /* Item uses more slots than we have */ 3195 /* Item uses more slots than we have */
2970 if (FABS(op->body_info[i]) > who->body_info[i]) { 3196 if (FABS (op->body_info[i]) > who->body_info[i])
3197 {
2971 /* Could return now for efficiently - rest of info below isn' 3198 /* Could return now for efficiently - rest of info below isn'
2972 * really needed. 3199 * really needed.
2973 */ 3200 */
2974 retval |= CAN_APPLY_NEVER; 3201 retval |= CAN_APPLY_NEVER;
3202 }
2975 } else if ((who->body_used[i] + op->body_info[i]) < 0) { 3203 else if ((who->body_used[i] + op->body_info[i]) < 0)
3204 {
2976 /* in this case, equipping this would use more free spots than 3205 /* in this case, equipping this would use more free spots than
2977 * we have. 3206 * we have.
2978 */ 3207 */
2979 object *tmp1; 3208 object *tmp1;
2980 3209
2981 3210
2982 /* 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
2983 * 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
2984 * 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
2985 * shield equipped and try to equip another shield, there is only 3214 * shield equipped and try to equip another shield, there is only
2986 * one choice. However, the check for the number of body locations 3215 * one choice. However, the check for the number of body locations
2987 * does take into the account cases where what is being applied 3216 * does take into the account cases where what is being applied
2988 * may be two handed for example. 3217 * may be two handed for example.
2989 */ 3218 */
2990 if (ws) { 3219 if (ws)
3220 {
2991 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 {
2992 retval |= CAN_APPLY_UNAPPLY; 3223 retval |= CAN_APPLY_UNAPPLY;
2993 continue; 3224 continue;
2994 } 3225 }
2995 } 3226 }
2996 3227
2997 tmp1 = get_item_from_body_location(who->inv, i); 3228 tmp1 = get_item_from_body_location (who->inv, i);
2998 if (!tmp1) { 3229 if (!tmp1)
3230 {
2999#if 0 3231#if 0
3000 /* 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
3001 * join in with more stuff equipped than they are now allowed. 3233 * join in with more stuff equipped than they are now allowed.
3002 */ 3234 */
3003 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);
3004 i, who->name);
3005#endif 3236#endif
3006 retval |= CAN_APPLY_NEVER; 3237 retval |= CAN_APPLY_NEVER;
3238 }
3007 } else { 3239 else
3240 {
3008 /* need to unapply something. However, if this something 3241 /* need to unapply something. However, if this something
3009 * is different than we had found before, it means they need 3242 * is different than we had found before, it means they need
3010 * to apply multiple objects 3243 * to apply multiple objects
3011 */ 3244 */
3012 retval |= CAN_APPLY_UNAPPLY; 3245 retval |= CAN_APPLY_UNAPPLY;
3246 if (!tmp)
3013 if (!tmp) tmp = tmp1; 3247 tmp = tmp1;
3014 else if (tmp != tmp1) { 3248 else if (tmp != tmp1)
3249 {
3015 retval |= CAN_APPLY_UNAPPLY_MULT; 3250 retval |= CAN_APPLY_UNAPPLY_MULT;
3016 } 3251 }
3017 /* 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
3018 * 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
3019 * the slots, the player then has a choice. 3254 * the slots, the player then has a choice.
3020 */ 3255 */
3021 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]))
3022 (FABS(op->body_info[i]) < who->body_info[i]))
3023 retval |= CAN_APPLY_UNAPPLY_CHOICE; 3257 retval |= CAN_APPLY_UNAPPLY_CHOICE;
3024 3258
3025 /* Does unequippint 'tmp1' free up enough slots for this to be 3259 /* Does unequippint 'tmp1' free up enough slots for this to be
3026 * equipped? If not, there must be something else to unapply. 3260 * equipped? If not, there must be something else to unapply.
3027 */ 3261 */
3028 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)
3029 retval |= CAN_APPLY_UNAPPLY_MULT; 3263 retval |= CAN_APPLY_UNAPPLY_MULT;
3030 3264
3031 } 3265 }
3032 } /* if not enough free slots */ 3266 } /* if not enough free slots */
3033 } /* if this object uses location i */ 3267 } /* if this object uses location i */
3034 } /* for i -> num_body_locations loop */ 3268 } /* for i -> num_body_locations loop */
3035 3269
3036 /* 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
3037 * really be controlled by use of body locations. We do have 3271 * really be controlled by use of body locations. We do have
3038 * the weapon/shield checks, and the range checks for monsters, 3272 * the weapon/shield checks, and the range checks for monsters,
3039 * 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,
3040 * 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
3041 * all use the same location. 3275 * all use the same location.
3042 */ 3276 */
3043 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))
3044 retval |= CAN_APPLY_RESTRICTION; 3286 retval |= CAN_APPLY_RESTRICTION;
3045 if (op->type == SHIELD && !QUERY_FLAG(who,FLAG_USE_SHIELD)) 3287 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW))
3046 retval |= CAN_APPLY_RESTRICTION; 3288 retval |= CAN_APPLY_RESTRICTION;
3047
3048
3049 if (who->type != PLAYER) {
3050 if ((op->type == WAND || op->type == HORN || op->type==ROD)
3051 && !QUERY_FLAG(who, FLAG_USE_RANGE))
3052 retval |= CAN_APPLY_RESTRICTION;
3053 if (op->type == BOW && !QUERY_FLAG(who, FLAG_USE_BOW))
3054 retval |= CAN_APPLY_RESTRICTION;
3055 if (op->type == RING && !QUERY_FLAG(who, FLAG_USE_RING)) 3289 if (op->type == RING && !QUERY_FLAG (who, FLAG_USE_RING))
3056 retval |= CAN_APPLY_RESTRICTION; 3290 retval |= CAN_APPLY_RESTRICTION;
3057 if (op->type == BOW && !QUERY_FLAG(who, FLAG_USE_BOW)) 3291 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW))
3058 retval |= CAN_APPLY_RESTRICTION; 3292 retval |= CAN_APPLY_RESTRICTION;
3059 } 3293 }
3060 return retval; 3294 return retval;
3061} 3295}
3062 3296
3063 3297
3064 3298
3065/** 3299/**
3066 * 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.
3067 * 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,
3068 * 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
3082 * 3316 *
3083 * Usage example: apply_special (who, op, AP_UNAPPLY | AP_IGNORE_CURSE) 3317 * Usage example: apply_special (who, op, AP_UNAPPLY | AP_IGNORE_CURSE)
3084 * 3318 *
3085 * apply_special() doesn't check for unpaid items. 3319 * apply_special() doesn't check for unpaid items.
3086 */ 3320 */
3321int
3087int apply_special (object *who, object *op, int aflags) 3322apply_special (object *who, object *op, int aflags)
3088{ 3323{
3089 int basic_flag = aflags & AP_BASIC_FLAGS; 3324 int basic_flag = aflags & AP_BASIC_FLAGS;
3090 object *tmp, *tmp2, *skop=NULL; 3325 object *tmp, *tmp2, *skop = NULL;
3091 int i; 3326 int i;
3092 3327
3093 if(who==NULL) { 3328 if (who == NULL)
3329 {
3094 LOG(llevError,"apply_special() from object without environment.\n"); 3330 LOG (llevError, "apply_special() from object without environment.\n");
3095 return 1; 3331 return 1;
3096 } 3332 }
3097 3333
3098 if(op->env!=who) 3334 if (op->env != who)
3099 return 1; /* op is not in inventory */ 3335 return 1; /* op is not in inventory */
3100 3336
3101 /* trying to unequip op */ 3337 /* trying to unequip op */
3102 if (QUERY_FLAG(op,FLAG_APPLIED)) { 3338 if (QUERY_FLAG (op, FLAG_APPLIED))
3339 {
3103 /* always apply, so no reason to unapply */ 3340 /* always apply, so no reason to unapply */
3104 if (basic_flag == AP_APPLY) return 0; 3341 if (basic_flag == AP_APPLY)
3342 return 0;
3105 3343
3106 if ( ! (aflags & AP_IGNORE_CURSE)
3107 && (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)))
3108 new_draw_info_format(NDI_UNIQUE, 0, who, 3345 {
3109 "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));
3110 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))
3111 return 1; 3374 return 1;
3112 } 3375 }
3113 return unapply_special(who, op, aflags); 3376 else
3114 }
3115
3116 if (basic_flag == AP_UNAPPLY) return 0;
3117
3118 i = can_apply_object(who, op);
3119
3120 /* Can't just apply this object. Lets see what not and what to do */
3121 if (i) {
3122 if (i & CAN_APPLY_NEVER) {
3123 new_draw_info_format(NDI_UNIQUE, 0, who, "You don't have the body to use a %s\n", query_name(op));
3124 return 1;
3125 } else if (i & CAN_APPLY_RESTRICTION) {
3126 new_draw_info_format(NDI_UNIQUE, 0, who, "You have a prohibition against using a %s\n", query_name(op));
3127 return 1;
3128 } 3377 {
3129 if (who->type != PLAYER) {
3130 /* Some error, so don't try to equip something more */
3131 if (unapply_for_ob(who, op, aflags)) return 1;
3132 } else {
3133 if (who->contr->unapply == unapply_never ||
3134 (i & CAN_APPLY_UNAPPLY_CHOICE && who->contr->unapply == unapply_nochoice)) { 3378 if (who->contr->unapply == unapply_never || (i & CAN_APPLY_UNAPPLY_CHOICE && who->contr->unapply == unapply_nochoice))
3379 {
3135 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):");
3136 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)
3137 return 1; 3388 return 1;
3138 } 3389 }
3139 else if (who->contr->unapply == unapply_always || !(i & CAN_APPLY_UNAPPLY_CHOICE)) {
3140 i = unapply_for_ob(who, op, aflags);
3141 if (i) return 1;
3142 } 3390 }
3143 }
3144 } 3391 }
3145 if (op->skill && op->type != SKILL && op->type != SKILL_TOOL) { 3392 if (op->skill && op->type != SKILL && op->type != SKILL_TOOL)
3393 {
3146 skop=find_skill_by_name(who, op->skill); 3394 skop = find_skill_by_name (who, op->skill);
3147 if (!skop) { 3395 if (!skop)
3396 {
3148 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);
3149 return 1; 3439 return 1;
3150 } else {
3151 /* While experience will be credited properly, we want to change the
3152 * skill so that the dam and wc get updated
3153 */
3154 change_skill(who, skop, 0);
3155 }
3156 }
3157
3158 if (who->type == PLAYER && op->item_power &&
3159 (op->item_power + who->contr->item_power) > (settings.item_power_factor * who->level)) {
3160 new_draw_info(NDI_UNIQUE, 0, who, "Equipping that combined with other items would consume your soul!");
3161 return 1;
3162 }
3163
3164
3165 /* Ok. We are now at the state where we can apply the new object.
3166 * Note that we don't have the checks for can_use_...
3167 * below - that is already taken care of by can_apply_object.
3168 */
3169
3170
3171 if(op->nrof > 1)
3172 tmp = get_split_ob(op,op->nrof - 1);
3173 else
3174 tmp = NULL;
3175
3176 if (INVOKE_OBJECT (BE_READY, op, ARG_OBJECT (who))
3177 || INVOKE_OBJECT (READY, who, ARG_OBJECT (op)))
3178 return RESULT_INT (0);
3179
3180 switch(op->type) {
3181 case WEAPON:
3182 if (!check_weapon_power(who, op->last_eat)) {
3183 new_draw_info(NDI_UNIQUE, 0,who,
3184 "That weapon is too powerful for you to use.");
3185 new_draw_info(NDI_UNIQUE, 0, who, "It would consume your soul!.");
3186 if(tmp!=NULL)
3187 (void) insert_ob_in_ob(tmp,who);
3188 return 1;
3189 } 3440 }
3190 if( op->level && (strncmp(op->name,who->name,strlen(who->name)))) { 3441 if (op->level && (strncmp (op->name, who->name, strlen (who->name))))
3442 {
3191 /* 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. */
3192 /* (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) */
3193 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.");
3194 if(tmp!=NULL) 3446 if (tmp != NULL)
3195 (void) insert_ob_in_ob(tmp,who); 3447 (void) insert_ob_in_ob (tmp, who);
3196 return 1; 3448 return 1;
3197 } 3449 }
3198 SET_FLAG(op, FLAG_APPLIED); 3450 SET_FLAG (op, FLAG_APPLIED);
3199 3451
3452 if (skop)
3200 if (skop) change_skill(who, skop, 1); 3453 change_skill (who, skop, 1);
3201 if(!QUERY_FLAG(who,FLAG_READY_WEAPON)) 3454 if (!QUERY_FLAG (who, FLAG_READY_WEAPON))
3202 SET_FLAG(who, FLAG_READY_WEAPON); 3455 SET_FLAG (who, FLAG_READY_WEAPON);
3203 3456
3204 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));
3205 3458
3206 (void) change_abil (who,op); 3459 (void) change_abil (who, op);
3207 break; 3460 break;
3208 3461
3209 case ARMOUR: 3462 case ARMOUR:
3210 case HELMET: 3463 case HELMET:
3211 case SHIELD: 3464 case SHIELD:
3212 case BOOTS: 3465 case BOOTS:
3213 case GLOVES: 3466 case GLOVES:
3214 case GIRDLE: 3467 case GIRDLE:
3215 case BRACERS: 3468 case BRACERS:
3216 case CLOAK: 3469 case CLOAK:
3217 case RING: 3470 case RING:
3218 case AMULET: 3471 case AMULET:
3219 SET_FLAG(op, FLAG_APPLIED); 3472 SET_FLAG (op, FLAG_APPLIED);
3220 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));
3221 (void) change_abil (who,op); 3474 (void) change_abil (who, op);
3222 break; 3475 break;
3223 case LAMP: 3476 case LAMP:
3224 if (op->stats.food < 1) { 3477 if (op->stats.food < 1)
3478 {
3225 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);
3226 " fuel!", &op->name);
3227 return 1; 3480 return 1;
3228 } 3481 }
3229 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);
3230 &op->name);
3231 tmp2 = arch_to_object(op->other_arch); 3483 tmp2 = arch_to_object (op->other_arch);
3232 tmp2->stats.food = op->stats.food; 3484 tmp2->stats.food = op->stats.food;
3233 SET_FLAG(tmp2, FLAG_APPLIED); 3485 SET_FLAG (tmp2, FLAG_APPLIED);
3234 if (QUERY_FLAG(op, FLAG_INV_LOCKED)) 3486 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
3235 SET_FLAG(tmp2, FLAG_INV_LOCKED); 3487 SET_FLAG (tmp2, FLAG_INV_LOCKED);
3236 insert_ob_in_ob(tmp2, who); 3488 insert_ob_in_ob (tmp2, who);
3237 3489
3238 /* 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);
3239 if (who->type == PLAYER) 3501 if (who->type == PLAYER)
3240 esrv_del_item(who->contr, (tag_t)op->count);
3241 remove_ob(op);
3242 free_object(op);
3243
3244 /* insert the portion that was split off */
3245 if(tmp!=NULL) {
3246 (void) insert_ob_in_ob(tmp,who);
3247 if(who->type==PLAYER)
3248 esrv_send_item(who, tmp); 3502 esrv_send_item (who, tmp);
3249 } 3503 }
3250 fix_player(who); 3504 fix_player (who);
3251 if (QUERY_FLAG(op, FLAG_CURSED) || QUERY_FLAG(op, FLAG_DAMNED)) { 3505 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
3506 {
3252 if (who->type == PLAYER) { 3507 if (who->type == PLAYER)
3508 {
3253 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!");
3254 SET_FLAG(tmp2, FLAG_KNOWN_CURSED); 3510 SET_FLAG (tmp2, FLAG_KNOWN_CURSED);
3255 } 3511 }
3256 } 3512 }
3257 if(who->type==PLAYER) 3513 if (who->type == PLAYER)
3258 esrv_send_item(who, tmp2); 3514 esrv_send_item (who, tmp2);
3259 return 0; 3515 return 0;
3260 break; 3516 break;
3261 3517
3262 /* this part is needed for skill-tools */ 3518 /* this part is needed for skill-tools */
3263 case SKILL: 3519 case SKILL:
3264 case SKILL_TOOL: 3520 case SKILL_TOOL:
3265 if (who->chosen_skill) { 3521 if (who->chosen_skill)
3522 {
3266 LOG (llevError, "BUG: apply_special(): can't apply two skills\n"); 3523 LOG (llevError, "BUG: apply_special(): can't apply two skills\n");
3267 return 1; 3524 return 1;
3268 } 3525 }
3269 if (who->type == PLAYER) { 3526 if (who->type == PLAYER)
3527 {
3270 who->contr->shoottype = range_skill; 3528 who->contr->shoottype = range_skill;
3271 who->contr->ranges[range_skill] = op; 3529 who->contr->ranges[range_skill] = op;
3272 if ( ! op->invisible) { 3530 if (!op->invisible)
3273 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.",
3274 query_name (op));
3275 new_draw_info_format (NDI_UNIQUE, 0, who,
3276 "You can now use the skill: %s.",
3277 &op->skill);
3278 } else {
3279 new_draw_info_format (NDI_UNIQUE, 0, who, "Readied skill: %s.",
3280 op->skill ? &op->skill : &op->name);
3281 } 3531 {
3282 }
3283 SET_FLAG (op, FLAG_APPLIED);
3284 (void) change_abil (who, op);
3285 who->chosen_skill = op;
3286 SET_FLAG (who, FLAG_READY_SKILL);
3287 break;
3288
3289 case BOW:
3290 if (!check_weapon_power(who, op->last_eat)) {
3291 new_draw_info(NDI_UNIQUE, 0, who,
3292 "That item is too powerful for you to use.");
3293 new_draw_info(NDI_UNIQUE, 0, who, "It would consume your soul!.");
3294 if(tmp != NULL)
3295 (void)insert_ob_in_ob(tmp,who);
3296 return 1;
3297 }
3298 if( op->level && (strncmp(op->name,who->name,strlen(who->name)))) {
3299 new_draw_info(NDI_UNIQUE, 0, who,
3300 "The weapon does not recognize you as its owner.");
3301 if(tmp != NULL)
3302 (void)insert_ob_in_ob(tmp,who);
3303 return 1;
3304 }
3305 /*FALLTHROUGH*/
3306 case WAND:
3307 case ROD:
3308 case HORN:
3309 /* check for skill, alter player status */
3310 SET_FLAG(op, FLAG_APPLIED);
3311 if (skop) change_skill(who, skop, 0);
3312 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;
3313 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
3314 if(who->type==PLAYER) { 3571 if (who->type == PLAYER)
3572 {
3315 if (op->type == BOW) { 3573 if (op->type == BOW)
3574 {
3316 (void)change_abil(who, op); 3575 (void) change_abil (who, op);
3317 new_draw_info_format (NDI_UNIQUE, 0, who, 3576 new_draw_info_format (NDI_UNIQUE, 0, who,
3318 "You will now fire %s with %s.",
3319 op->race ? &op->race : "nothing", query_name(op)); 3577 "You will now fire %s with %s.", op->race ? &op->race : "nothing", query_name (op));
3320 who->contr->shoottype = range_bow; 3578 who->contr->shoottype = range_bow;
3579 }
3321 } else { 3580 else
3581 {
3322 who->contr->shoottype = range_misc; 3582 who->contr->shoottype = range_misc;
3323 } 3583 }
3584 }
3324 } else { 3585 else
3586 {
3325 if (op->type == BOW) 3587 if (op->type == BOW)
3326 SET_FLAG (who, FLAG_READY_BOW); 3588 SET_FLAG (who, FLAG_READY_BOW);
3327 else 3589 else
3328 SET_FLAG (who, FLAG_READY_RANGE); 3590 SET_FLAG (who, FLAG_READY_RANGE);
3329 } 3591 }
3330 break; 3592 break;
3331 3593
3332 case BUILDER: 3594 case BUILDER:
3333 if ( who->contr->ranges[ range_builder ] ) 3595 if (who->contr->ranges[range_builder])
3334 unapply_special( who, who->contr->ranges[ range_builder ], 0 ); 3596 unapply_special (who, who->contr->ranges[range_builder], 0);
3335 who->contr->shoottype = range_builder; 3597 who->contr->shoottype = range_builder;
3336 who->contr->ranges[ range_builder ] = op; 3598 who->contr->ranges[range_builder] = op;
3337 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));
3338 break; 3600 break;
3339 3601
3340 default: 3602 default:
3341 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));
3342 } /* end of switch op->type */ 3604 } /* end of switch op->type */
3343 3605
3344 SET_FLAG(op, FLAG_APPLIED); 3606 SET_FLAG (op, FLAG_APPLIED);
3345 3607
3346 if(tmp!=NULL) 3608 if (tmp != NULL)
3347 tmp = insert_ob_in_ob(tmp,who); 3609 tmp = insert_ob_in_ob (tmp, who);
3348 3610
3349 fix_player(who); 3611 fix_player (who);
3350 3612
3351 /* We exclude spell casting objects. The fire code will set the 3613 /* We exclude spell casting objects. The fire code will set the
3352 * been applied flag when they are used - until that point, 3614 * been applied flag when they are used - until that point,
3353 * you don't know anything about them. 3615 * you don't know anything about them.
3354 */ 3616 */
3355 if (who->type == PLAYER && op->type!=WAND && op->type!=HORN && 3617 if (who->type == PLAYER && op->type != WAND && op->type != HORN && op->type != ROD)
3356 op->type!=ROD)
3357 SET_FLAG(op,FLAG_BEEN_APPLIED); 3618 SET_FLAG (op, FLAG_BEEN_APPLIED);
3358 3619
3359 if (QUERY_FLAG(op, FLAG_CURSED) || QUERY_FLAG(op, FLAG_DAMNED)) { 3620 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
3621 {
3360 if (who->type == PLAYER) { 3622 if (who->type == PLAYER)
3623 {
3361 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!");
3362 SET_FLAG(op,FLAG_KNOWN_CURSED); 3625 SET_FLAG (op, FLAG_KNOWN_CURSED);
3363 } 3626 }
3364 } 3627 }
3365 if(who->type==PLAYER) { 3628 if (who->type == PLAYER)
3629 {
3366 /* if multiple objects were applied, update both slots */ 3630 /* if multiple objects were applied, update both slots */
3367 if (tmp) 3631 if (tmp)
3368 esrv_send_item(who, tmp); 3632 esrv_send_item (who, tmp);
3369 esrv_send_item(who, op); 3633 esrv_send_item (who, op);
3370 } 3634 }
3371 return 0; 3635 return 0;
3372} 3636}
3373 3637
3374 3638
3639int
3375int monster_apply_special (object *who, object *op, int aflags) 3640monster_apply_special (object *who, object *op, int aflags)
3376{ 3641{
3377 if (QUERY_FLAG (op, FLAG_UNPAID) && ! QUERY_FLAG (op, FLAG_APPLIED)) 3642 if (QUERY_FLAG (op, FLAG_UNPAID) && !QUERY_FLAG (op, FLAG_APPLIED))
3378 return 1; 3643 return 1;
3379 return apply_special (who, op, aflags); 3644 return apply_special (who, op, aflags);
3380} 3645}
3381 3646
3382/** 3647/**
3383 * Map was just loaded, handle op's initialisation. 3648 * Map was just loaded, handle op's initialisation.
3384 * 3649 *
3385 * Generates shop floor's item, and treasures. 3650 * Generates shop floor's item, and treasures.
3386 */ 3651 */
3652int
3387int auto_apply (object *op) { 3653auto_apply (object *op)
3654{
3388 object *tmp = NULL, *tmp2; 3655 object *tmp = NULL, *tmp2;
3389 int i; 3656 int i;
3390 3657
3391 switch(op->type) { 3658 switch (op->type)
3659 {
3392 case SHOP_FLOOR: 3660 case SHOP_FLOOR:
3393 if (!HAS_RANDOM_ITEMS(op)) return 0; 3661 if (!HAS_RANDOM_ITEMS (op))
3662 return 0;
3663 do
3394 do { 3664 {
3395 i=10; /* let's give it 10 tries */ 3665 i = 10; /* let's give it 10 tries */
3396 while((tmp=generate_treasure(op->randomitems, 3666 while ((tmp = generate_treasure (op->randomitems,
3397 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);
3398 if(tmp==NULL) 3668 if (tmp == NULL)
3399 return 0;
3400 if(QUERY_FLAG(tmp, FLAG_CURSED) || QUERY_FLAG(tmp, FLAG_DAMNED)) {
3401 free_object(tmp);
3402 tmp = NULL;
3403 }
3404 } while(!tmp);
3405 tmp->x=op->x;
3406 tmp->y=op->y;
3407 SET_FLAG(tmp,FLAG_UNPAID);
3408 insert_ob_in_map(tmp,op->map,NULL,0);
3409 CLEAR_FLAG(op,FLAG_AUTO_APPLY);
3410 identify(tmp);
3411 break;
3412
3413 case TREASURE:
3414 if (QUERY_FLAG(op,FLAG_IS_A_TEMPLATE))
3415 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;
3416 while ((op->stats.hp--)>0) 3688 while ((op->stats.hp--) > 0)
3417 create_treasure(op->randomitems, op, op->map?GT_ENVIRONMENT:0, 3689 create_treasure (op->randomitems, op, op->map ? GT_ENVIRONMENT : 0,
3418 op->stats.exp ? (int)op->stats.exp :
3419 op->map == NULL ? 14: op->map->difficulty,0); 3690 op->stats.exp ? (int) op->stats.exp : op->map == NULL ? 14 : op->map->difficulty, 0);
3420 3691
3421 /* 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,
3422 * 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
3423 * to disappear. An example of this item is the random_* stuff 3694 * to disappear. An example of this item is the random_* stuff
3424 * that is put inside other objects. 3695 * that is put inside other objects.
3425 */ 3696 */
3426 for (tmp=op->inv; tmp; tmp=tmp2) { 3697 for (tmp = op->inv; tmp; tmp = tmp2)
3698 {
3427 tmp2 = tmp->below; 3699 tmp2 = tmp->below;
3428 remove_ob(tmp);
3429 if (op->env) insert_ob_in_ob(tmp, op->env);
3430 else free_object(tmp);
3431 }
3432 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);
3433 free_object(op); 3707 free_object (op);
3434 break; 3708 break;
3435 } 3709 }
3436 return tmp ? 1 : 0; 3710 return tmp ? 1 : 0;
3437} 3711}
3438 3712
3439/** 3713/**
3440 * 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
3441 * when an original map is loaded) and performs special actions for 3715 * when an original map is loaded) and performs special actions for
3442 * certain objects (most initialization of chests and creation of 3716 * certain objects (most initialization of chests and creation of
3443 * treasures and stuff). Calls auto_apply if appropriate. 3717 * treasures and stuff). Calls auto_apply if appropriate.
3444 */ 3718 */
3445void 3719void
3446fix_auto_apply (mapstruct * m) 3720fix_auto_apply (maptile *m)
3447{ 3721{
3448 object *tmp, *above = NULL; 3722 object *tmp, *above = NULL;
3449 int x, y; 3723 int x, y;
3450 3724
3451 if (m == NULL) 3725 if (m == NULL)
3473 create_treasure (invtmp->randomitems, invtmp, 0, m->difficulty, 0); 3747 create_treasure (invtmp->randomitems, invtmp, 0, m->difficulty, 0);
3474 3748
3475 invtmp->randomitems = NULL; 3749 invtmp->randomitems = NULL;
3476 } 3750 }
3477 else if (invtmp && invtmp->arch 3751 else if (invtmp && invtmp->arch
3478 && invtmp->type != TREASURE 3752 && invtmp->type != TREASURE && invtmp->type != SPELL && invtmp->type != CLASS && HAS_RANDOM_ITEMS (invtmp))
3479 && invtmp->type != SPELL
3480 && invtmp->type != CLASS
3481 && HAS_RANDOM_ITEMS (invtmp))
3482 { 3753 {
3483 create_treasure (invtmp->randomitems, invtmp, 0, 3754 create_treasure (invtmp->randomitems, invtmp, 0, m->difficulty, 0);
3484 m->difficulty, 0);
3485 /* Need to clear this so that we never try to create 3755 /* Need to clear this so that we never try to create
3486 * treasure again for this object 3756 * treasure again for this object
3487 */ 3757 */
3488 invtmp->randomitems = NULL; 3758 invtmp->randomitems = NULL;
3489 } 3759 }
3497 * And if it's a spellbook, it's better to set randomitems to NULL too, 3767 * And if it's a spellbook, it's better to set randomitems to NULL too,
3498 * else you get two spells in the book ^_- 3768 * else you get two spells in the book ^_-
3499 * Ryo 2004-08-16 3769 * Ryo 2004-08-16
3500 */ 3770 */
3501 if (tmp->type == WAND || tmp->type == ROD || tmp->type == SCROLL 3771 if (tmp->type == WAND || tmp->type == ROD || tmp->type == SCROLL
3502 || tmp->type == HORN || tmp->type == FIREWALL 3772 || tmp->type == HORN || tmp->type == FIREWALL || tmp->type == POTION || tmp->type == ALTAR || tmp->type == SPELLBOOK)
3503 || tmp->type == POTION || tmp->type == ALTAR
3504 || tmp->type == SPELLBOOK)
3505 tmp->randomitems = NULL; 3773 tmp->randomitems = NULL;
3506 3774
3507 } 3775 }
3508 3776
3509 if (QUERY_FLAG (tmp, FLAG_AUTO_APPLY)) 3777 if (QUERY_FLAG (tmp, FLAG_AUTO_APPLY))
3510 auto_apply (tmp); 3778 auto_apply (tmp);
3511 else if ((tmp->type == TREASURE || (tmp->type == CONTAINER)) 3779 else if ((tmp->type == TREASURE || (tmp->type == CONTAINER)) && HAS_RANDOM_ITEMS (tmp))
3512 && HAS_RANDOM_ITEMS (tmp))
3513 { 3780 {
3514 while ((tmp->stats.hp--) > 0) 3781 while ((tmp->stats.hp--) > 0)
3515 create_treasure (tmp->randomitems, tmp, 0, m->difficulty, 0); 3782 create_treasure (tmp->randomitems, tmp, 0, m->difficulty, 0);
3516 tmp->randomitems = NULL; 3783 tmp->randomitems = NULL;
3517 } 3784 }
3518 else if (tmp->type == TIMED_GATE) 3785 else if (tmp->type == TIMED_GATE)
3519 { 3786 {
3520 object *head = tmp->head != NULL ? tmp->head : tmp; 3787 object *head = tmp->head != NULL ? tmp->head : tmp;
3788
3521 if (QUERY_FLAG (head, FLAG_IS_LINKED)) 3789 if (QUERY_FLAG (head, FLAG_IS_LINKED))
3522 { 3790 {
3523 tmp->speed = 0; 3791 tmp->speed = 0;
3524 update_ob_speed (tmp); 3792 update_ob_speed (tmp);
3525 } 3793 }
3531 * This is a problem for the above objects, because they have counters 3799 * This is a problem for the above objects, because they have counters
3532 * which say how many times to make the treasure. 3800 * which say how many times to make the treasure.
3533 */ 3801 */
3534 else if (tmp && tmp->arch && tmp->type != PLAYER 3802 else if (tmp && tmp->arch && tmp->type != PLAYER
3535 && tmp->type != TREASURE && tmp->type != SPELL 3803 && tmp->type != TREASURE && tmp->type != SPELL
3536 && tmp->type != PLAYER_CHANGER && tmp->type != CLASS 3804 && tmp->type != PLAYER_CHANGER && tmp->type != CLASS && HAS_RANDOM_ITEMS (tmp))
3537 && HAS_RANDOM_ITEMS (tmp))
3538 { 3805 {
3539 create_treasure (tmp->randomitems, tmp, GT_APPLY, 3806 create_treasure (tmp->randomitems, tmp, GT_APPLY, m->difficulty, 0);
3540 m->difficulty, 0);
3541 tmp->randomitems = NULL; 3807 tmp->randomitems = NULL;
3542 } 3808 }
3543 } 3809 }
3544 3810
3545 for (x = 0; x < MAP_WIDTH (m); x++) 3811 for (x = 0; x < MAP_WIDTH (m); x++)
3546 for (y = 0; y < MAP_HEIGHT (m); y++) 3812 for (y = 0; y < MAP_HEIGHT (m); y++)
3547 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)
3548 if (tmp->above &&
3549 (tmp->type == TRIGGER_BUTTON || tmp->type == TRIGGER_PEDESTAL)) 3814 if (tmp->above && (tmp->type == TRIGGER_BUTTON || tmp->type == TRIGGER_PEDESTAL))
3550 check_trigger (tmp, tmp->above); 3815 check_trigger (tmp, tmp->above);
3551} 3816}
3552 3817
3553/** 3818/**
3554 * Handles player eating food that temporarily changes status (resistances, stats). 3819 * Handles player eating food that temporarily changes status (resistances, stats).
3555 * This used to call cast_change_attr(), but 3820 * This used to call cast_change_attr(), but
3556 * 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
3557 * the food changes, just grab a force and use that instead. 3822 * the food changes, just grab a force and use that instead.
3558 */ 3823 */
3559 3824
3825void
3560void eat_special_food(object *who, object *food) { 3826eat_special_food (object *who, object *food)
3827{
3561 object *force; 3828 object *force;
3562 int i, did_one=0; 3829 int i, did_one = 0;
3563 sint8 k; 3830 sint8 k;
3564 3831
3565 force = get_archetype(FORCE_NAME); 3832 force = get_archetype (FORCE_NAME);
3566 3833
3567 for (i=0; i < NUM_STATS; i++) { 3834 for (i = 0; i < NUM_STATS; i++)
3835 {
3568 k = get_attr_value(&food->stats, i); 3836 k = get_attr_value (&food->stats, i);
3569 if (k) { 3837 if (k)
3838 {
3570 set_attr_value(&force->stats, i, k); 3839 set_attr_value (&force->stats, i, k);
3571 did_one = 1; 3840 did_one = 1;
3572 } 3841 }
3573 } 3842 }
3574 3843
3575 /* check if we can protect the eater */ 3844 /* check if we can protect the eater */
3576 for (i=0; i<NROFATTACKS; i++) { 3845 for (i = 0; i < NROFATTACKS; i++)
3846 {
3577 if (food->resist[i]>0) { 3847 if (food->resist[i] > 0)
3848 {
3578 force->resist[i] = food->resist[i] / 2; 3849 force->resist[i] = food->resist[i] / 2;
3579 did_one = 1; 3850 did_one = 1;
3580 } 3851 }
3581 } 3852 }
3582 if (did_one) { 3853 if (did_one)
3854 {
3583 force->speed = 0.1; 3855 force->speed = 0.1;
3584 update_ob_speed(force); 3856 update_ob_speed (force);
3585 /* bigger morsel of food = longer effect time */ 3857 /* bigger morsel of food = longer effect time */
3586 force->stats.food = food->stats.food / 5; 3858 force->stats.food = food->stats.food / 5;
3587 SET_FLAG(force, FLAG_IS_USED_UP); 3859 SET_FLAG (force, FLAG_IS_USED_UP);
3588 SET_FLAG(force, FLAG_APPLIED); 3860 SET_FLAG (force, FLAG_APPLIED);
3589 change_abil(who, force); 3861 change_abil (who, force);
3590 insert_ob_in_ob(force, who); 3862 insert_ob_in_ob (force, who);
3591 } else { 3863 }
3864 else
3865 {
3592 free_object(force); 3866 free_object (force);
3593 } 3867 }
3594 3868
3595 /* check for hp, sp change */ 3869 /* check for hp, sp change */
3596 if(food->stats.hp!=0) { 3870 if (food->stats.hp != 0)
3871 {
3597 if(QUERY_FLAG(food, FLAG_CURSED)) { 3872 if (QUERY_FLAG (food, FLAG_CURSED))
3873 {
3598 strcpy(who->contr->killer,food->name); 3874 strcpy (who->contr->killer, food->name);
3599 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
3600 new_draw_info(NDI_UNIQUE, 0,who,"Eck!...that was poisonous!"); 3883 new_draw_info (NDI_UNIQUE, 0, who, "Eck!...that was poisonous!");
3601 } else {
3602 if(food->stats.hp>0)
3603 new_draw_info(NDI_UNIQUE, 0,who,"You begin to feel better.");
3604 else
3605 new_draw_info(NDI_UNIQUE, 0,who,"Eck!...that was poisonous!");
3606 who->stats.hp += food->stats.hp; 3884 who->stats.hp += food->stats.hp;
3607 } 3885 }
3608 } 3886 }
3609 if(food->stats.sp!=0) { 3887 if (food->stats.sp != 0)
3888 {
3610 if(QUERY_FLAG(food, FLAG_CURSED)) { 3889 if (QUERY_FLAG (food, FLAG_CURSED))
3890 {
3611 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!");
3612 who->stats.sp -= food->stats.sp; 3892 who->stats.sp -= food->stats.sp;
3613 if(who->stats.sp<0) who->stats.sp=0; 3893 if (who->stats.sp < 0)
3614 } else { 3894 who->stats.sp = 0;
3895 }
3896 else
3897 {
3615 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!");
3616 who->stats.sp += food->stats.sp; 3899 who->stats.sp += food->stats.sp;
3617 /* place limit on max sp from food? */ 3900 /* place limit on max sp from food? */
3618 } 3901 }
3619 } 3902 }
3620 fix_player(who); 3903 fix_player (who);
3621} 3904}
3622 3905
3623 3906
3624/** 3907/**
3625 * Designed primarily to light torches/lanterns/etc. 3908 * Designed primarily to light torches/lanterns/etc.
3626 * 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
3627 * the selected object to "burn". -b.t. 3910 * the selected object to "burn". -b.t.
3628 */ 3911 */
3629 3912
3913void
3630void apply_lighter(object *who, object *lighter) { 3914apply_lighter (object *who, object *lighter)
3915{
3631 object *item; 3916 object *item;
3632 int is_player_env=0; 3917 int is_player_env = 0;
3633 uint32 nrof;
3634 tag_t count;
3635 char item_name[MAX_BUF]; 3918 char item_name[MAX_BUF];
3636 3919
3637 item=find_marked_object(who); 3920 item = find_marked_object (who);
3638 if(item) { 3921 if (item)
3922 {
3639 if(lighter->last_eat && lighter->stats.food) { /* lighter gets used up */ 3923 if (lighter->last_eat && lighter->stats.food)
3924 { /* lighter gets used up */
3640 /* Split multiple lighters if they're being used up. Otherwise * 3925 /* Split multiple lighters if they're being used up. Otherwise *
3641 * one charge from each would be used up. --DAMN */ 3926 * one charge from each would be used up. --DAMN */
3642 if(lighter->nrof > 1) { 3927 if (lighter->nrof > 1)
3928 {
3643 object *oneLighter = get_object(); 3929 object *oneLighter = get_object ();
3930
3644 copy_object(lighter, oneLighter); 3931 copy_object (lighter, oneLighter);
3645 lighter->nrof -= 1; 3932 lighter->nrof -= 1;
3646 oneLighter->nrof = 1; 3933 oneLighter->nrof = 1;
3647 oneLighter->stats.food--; 3934 oneLighter->stats.food--;
3648 esrv_send_item(who, lighter); 3935 esrv_send_item (who, lighter);
3649 oneLighter=insert_ob_in_ob(oneLighter, who); 3936 oneLighter = insert_ob_in_ob (oneLighter, who);
3650 esrv_send_item(who, oneLighter); 3937 esrv_send_item (who, oneLighter);
3938 }
3651 } else { 3939 else
3652 lighter->stats.food--; 3940 lighter->stats.food--;
3653 } 3941 }
3654 3942 else if (lighter->last_eat)
3655 } else if(lighter->last_eat) { /* no charges left in lighter */ 3943 { /* no charges left in lighter */
3656 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);
3657 "You attempt to light the %s with a used up %s.",
3658 &item->name, &lighter->name);
3659 return; 3945 return;
3660 } 3946 }
3661 /* 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?
3662 * 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
3663 * objects at once. 3949 * objects at once.
3664 */ 3950 */
3665 nrof=item->nrof;
3666 count=item->count;
3667 /* 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
3668 * 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
3669 * some sense. 3953 * some sense.
3670 */ 3954 */
3671 strcpy(item_name, item->name); 3955 strcpy (item_name, item->name);
3672 if (who == is_player_inv(item)) is_player_env=1; 3956 if (who == is_player_inv (item))
3957 is_player_env = 1;
3673 3958
3674 save_throw_object(item,AT_FIRE,who); 3959 save_throw_object (item, AT_FIRE, who);
3675 /* Change to check count and not freed, since the object pointer 3960 /* Change to check count and not freed, since the object pointer
3676 * may have gotten recycled 3961 * may have gotten recycled
3677 */ 3962 */
3678 if ((nrof != item->nrof ) || (count != item->count)) { 3963 if (item->destroyed ())
3679 new_draw_info_format(NDI_UNIQUE, 0,who, 3964 {
3680 "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);
3681 /* Need to update the player so that the players glow radius 3966 /* Need to update the player so that the players glow radius
3682 * gets changed. 3967 * gets changed.
3683 */ 3968 */
3684 if (is_player_env) fix_player(who); 3969 if (is_player_env)
3970 fix_player (who);
3971 }
3685 } else { 3972 else
3686 new_draw_info_format(NDI_UNIQUE, 0,who,
3687 "You attempt to light the %s with the %s and fail.", &item->name, &lighter->name); 3973 new_draw_info_format (NDI_UNIQUE, 0, who, "You attempt to light the %s with the %s and fail.", &item->name, &lighter->name);
3688 } 3974 }
3689 3975 else /* nothing to light */
3690 } else /* nothing to light */
3691 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.");
3692 3977
3693} 3978}
3694 3979
3695/** 3980/**
3696 * 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.
3697 * scroll_failure()- hacked directly from spell_failure 3982 * scroll_failure()- hacked directly from spell_failure
3698 */ 3983 */
3984void
3699void scroll_failure(object *op, int failure, int power) 3985scroll_failure (object *op, int failure, int power)
3700{ 3986{
3701 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 */
3702 3989
3703 if(failure<= -1&&failure > -15) {/* wonder */ 3990 if (failure <= -1 && failure > -15)
3991 { /* wonder */
3704 object *tmp; 3992 object *tmp;
3705 3993
3706 new_draw_info(NDI_UNIQUE, 0,op,"Your spell warps!."); 3994 new_draw_info (NDI_UNIQUE, 0, op, "Your spell warps!.");
3707 tmp=get_archetype(SPELL_WONDER); 3995 tmp = get_archetype (SPELL_WONDER);
3708 cast_wonder(op, op, 0, tmp); 3996 cast_wonder (op, op, 0, tmp);
3709 free_object(tmp); 3997 free_object (tmp);
3998 }
3710 } else if (failure <= -15&&failure > -35) {/* drain mana */ 3999 else if (failure <= -15 && failure > -35)
4000 { /* drain mana */
3711 new_draw_info(NDI_UNIQUE, 0,op,"Your mana is drained!."); 4001 new_draw_info (NDI_UNIQUE, 0, op, "Your mana is drained!.");
3712 op->stats.sp -= random_roll(0, power-1, op, PREFER_LOW); 4002 op->stats.sp -= random_roll (0, power - 1, op, PREFER_LOW);
3713 if(op->stats.sp<0) op->stats.sp = 0; 4003 if (op->stats.sp < 0)
4004 op->stats.sp = 0;
4005 }
3714 } else if (settings.spell_failure_effects == TRUE) { 4006 else if (settings.spell_failure_effects == TRUE)
4007 {
3715 if (failure <= -35&&failure > -60) { /* confusion */ 4008 if (failure <= -35 && failure > -60)
4009 { /* confusion */
3716 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!");
3717 confuse_player(op,op,power); 4011 confuse_player (op, op, power);
4012 }
3718 } else if (failure <= -60&&failure> -70) {/* paralysis */ 4013 else if (failure <= -60 && failure > -70)
4014 { /* paralysis */
3719 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!");
3720 "you!");
3721 paralyze_player(op,op,power); 4016 paralyze_player (op, op, power);
4017 }
3722 } else if (failure <= -70&&failure> -80) {/* blind */ 4018 else if (failure <= -70 && failure > -80)
4019 { /* blind */
3723 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!");
3724 blind_player(op,op,power); 4021 blind_player (op, op, power);
3725 } else if (failure <= -80) {/* blast the immediate area */ 4022 }
4023 else if (failure <= -80)
4024 { /* blast the immediate area */
3726 object *tmp; 4025 object *tmp;
4026
3727 tmp=get_archetype(LOOSE_MANA); 4027 tmp = get_archetype (LOOSE_MANA);
3728 cast_magic_storm(op,tmp, power); 4028 cast_magic_storm (op, tmp, power);
3729 new_draw_info(NDI_UNIQUE, 0,op,"You unlease uncontrolled mana!"); 4029 new_draw_info (NDI_UNIQUE, 0, op, "You unlease uncontrolled mana!");
3730 free_object(tmp); 4030 free_object (tmp);
3731 } 4031 }
3732 } 4032 }
3733} 4033}
3734 4034
4035void
3735void apply_changes_to_player(object *pl, object *change) { 4036apply_changes_to_player (object *pl, object *change)
4037{
3736 int excess_stat=0; /* if the stat goes over the maximum 4038 int excess_stat = 0; /* if the stat goes over the maximum
3737 for the race, put the excess stat some 4039 for the race, put the excess stat some
3738 where else. */ 4040 where else. */
3739 4041
3740 switch (change->type) { 4042 switch (change->type)
4043 {
3741 case CLASS: { 4044 case CLASS:
4045 {
3742 living *stats = &(pl->contr->orig_stats); 4046 living *stats = &(pl->contr->orig_stats);
3743 living *ns = &(change->stats); 4047 living *ns = &(change->stats);
3744 object *walk; 4048 object *walk;
3745 int flag_change_face=1; 4049 int flag_change_face = 1;
3746 4050
3747 /* the following code assigns stats up to the stat max 4051 /* the following code assigns stats up to the stat max
3748 * for the race, and if the stat max is exceeded, 4052 * for the race, and if the stat max is exceeded,
3749 * tries to randomly reassign the excess stat 4053 * tries to randomly reassign the excess stat
3750 */ 4054 */
3751 int i,j; 4055 int i, j;
4056
3752 for(i=0;i<NUM_STATS;i++) { 4057 for (i = 0; i < NUM_STATS; i++)
4058 {
3753 sint8 stat=get_attr_value(stats,i); 4059 sint8 stat = get_attr_value (stats, i);
3754 int race_bonus = get_attr_value(&(pl->arch->clone.stats),i); 4060 int race_bonus = get_attr_value (&(pl->arch->clone.stats), i);
4061
3755 stat += get_attr_value(ns,i); 4062 stat += get_attr_value (ns, i);
3756 if(stat > 20 + race_bonus) { 4063 if (stat > 20 + race_bonus)
4064 {
3757 excess_stat++; 4065 excess_stat++;
3758 stat = 20+race_bonus; 4066 stat = 20 + race_bonus;
3759 } 4067 }
3760 set_attr_value(stats,i,stat); 4068 set_attr_value (stats, i, stat);
3761 } 4069 }
3762 4070
3763 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 */
3764 int i = rndm(0, 6); 4073 int i = rndm (0, 6);
3765 int stat=get_attr_value(stats,i); 4074 int stat = get_attr_value (stats, i);
3766 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)
3767 if(i==CHA) continue; /* exclude cha from this */ 4078 continue; /* exclude cha from this */
3768 if( stat < 20 + race_bonus) { 4079 if (stat < 20 + race_bonus)
4080 {
3769 change_attr_value(stats,i,1); 4081 change_attr_value (stats, i, 1);
3770 excess_stat--; 4082 excess_stat--;
3771 } 4083 }
3772 } 4084 }
3773 4085
3774 /* insert the randomitems from the change's treasurelist into 4086 /* insert the randomitems from the change's treasurelist into
3775 * the player ref: player.c 4087 * the player ref: player.c
3776 */ 4088 */
3777 if(change->randomitems!=NULL) 4089 if (change->randomitems != NULL)
3778 give_initial_items(pl,change->randomitems); 4090 give_initial_items (pl, change->randomitems);
3779 4091
3780 4092
3781 /* set up the face, for some races. */ 4093 /* set up the face, for some races. */
3782 4094
3783 /* first, look for the force object banning 4095 /* first, look for the force object banning
3784 * changing the face. Certain races never change face with class. 4096 * changing the face. Certain races never change face with class.
3785 */ 4097 */
3786 for(walk=pl->inv;walk!=NULL;walk=walk->below) 4098 for (walk = pl->inv; walk != NULL; walk = walk->below)
3787 if (!strcmp(walk->name,"NOCLASSFACECHANGE")) flag_change_face=0; 4099 if (!strcmp (walk->name, "NOCLASSFACECHANGE"))
4100 flag_change_face = 0;
3788 4101
3789 if(flag_change_face) { 4102 if (flag_change_face)
4103 {
3790 pl->animation_id = GET_ANIM_ID(change); 4104 pl->animation_id = GET_ANIM_ID (change);
3791 pl->face = change->face; 4105 pl->face = change->face;
3792 4106
3793 if(QUERY_FLAG(change,FLAG_ANIMATE)) 4107 if (QUERY_FLAG (change, FLAG_ANIMATE))
3794 SET_FLAG(pl,FLAG_ANIMATE); 4108 SET_FLAG (pl, FLAG_ANIMATE);
3795 else 4109 else
3796 CLEAR_FLAG(pl,FLAG_ANIMATE); 4110 CLEAR_FLAG (pl, FLAG_ANIMATE);
3797 } 4111 }
3798 4112
3799 /* check the special case of can't use weapons */ 4113 /* check the special case of can't use weapons */
3800 /*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); */
3801 if(!strcmp(change->name,"monk")) CLEAR_FLAG(pl,FLAG_USE_WEAPON); 4115 if (!strcmp (change->name, "monk"))
4116 CLEAR_FLAG (pl, FLAG_USE_WEAPON);
3802 4117
3803 break; 4118 break;
3804 } 4119 }
3805 } 4120 }
3806} 4121}
3807 4122
3808/** 4123/**
3813 * 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.
3814 * The format is as follow: transformer:[number ]yield[;transformer:...]. 4129 * The format is as follow: transformer:[number ]yield[;transformer:...].
3815 * 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.
3816 * 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.
3817 */ 4132 */
4133void
3818void apply_item_transformer( object* pl, object* transformer ) 4134apply_item_transformer (object *pl, object *transformer)
3819 { 4135{
3820 object* marked; 4136 object *marked;
3821 object* new_item; 4137 object *new_item;
3822 char* find; 4138 char *find;
3823 char* separator; 4139 char *separator;
3824 int yield; 4140 int yield;
3825 char got[ MAX_BUF ]; 4141 char got[MAX_BUF];
3826 int len; 4142 int len;
3827 4143
3828 if ( !pl || !transformer ) 4144 if (!pl || !transformer)
3829 return; 4145 return;
3830 marked = find_marked_object( pl ); 4146 marked = find_marked_object (pl);
3831 if ( !marked ) 4147 if (!marked)
3832 { 4148 {
3833 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));
3834 return; 4150 return;
3835 } 4151 }
3836 if ( !marked->slaying ) 4152 if (!marked->slaying)
3837 { 4153 {
3838 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));
3839 return; 4155 return;
3840 } 4156 }
3841 /* check whether they are compatible or not */ 4157 /* check whether they are compatible or not */
3842 find = strstr( marked->slaying, transformer->arch->name ); 4158 find = strstr (marked->slaying, transformer->arch->name);
3843 if ( !find || ( *( find + strlen( transformer->arch->name ) ) != ':' ) ) 4159 if (!find || (*(find + strlen (transformer->arch->name)) != ':'))
3844 { 4160 {
3845 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));
3846 return; 4162 return;
3847 } 4163 }
3848 find += strlen( transformer->arch->name ) + 1; 4164 find += strlen (transformer->arch->name) + 1;
3849 /* 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 */
3850 if ( isdigit( *( find ) ) ) 4166 if (isdigit (*(find)))
3851 { 4167 {
3852 yield = atoi( find ); 4168 yield = atoi (find);
3853 if ( yield < 1 ) 4169 if (yield < 1)
3854 { 4170 {
3855 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);
3856 yield = 1; 4172 yield = 1;
3857 } 4173 }
3858 } 4174 }
3859 else 4175 else
3860 yield = 1; 4176 yield = 1;
3861 4177
3862 while ( isdigit( *find ) ) 4178 while (isdigit (*find))
3863 find++; 4179 find++;
3864 while ( *find == ' ' ) 4180 while (*find == ' ')
3865 find++; 4181 find++;
3866 memset( got, 0, MAX_BUF ); 4182 memset (got, 0, MAX_BUF);
3867 if ( (separator = strchr( find, ';' ))!=NULL) 4183 if ((separator = strchr (find, ';')) != NULL)
3868 { 4184 {
3869 len = separator - find; 4185 len = separator - find;
3870 } 4186 }
3871 else 4187 else
3872 { 4188 {
3873 len = strlen(find); 4189 len = strlen (find);
3874 } 4190 }
3875 if ( len > MAX_BUF-1) 4191 if (len > MAX_BUF - 1)
3876 len = MAX_BUF-1; 4192 len = MAX_BUF - 1;
3877 strcpy( got, find ); 4193 strcpy (got, find);
3878 got[len] = '\0'; 4194 got[len] = '\0';
3879 4195
3880 /* Now create new item, remove used ones when required. */ 4196 /* Now create new item, remove used ones when required. */
3881 new_item = get_archetype( got ); 4197 new_item = get_archetype (got);
3882 if ( !new_item ) 4198 if (!new_item)
3883 { 4199 {
3884 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));
3885 return; 4201 return;
3886 } 4202 }
4203
3887 new_item->nrof = yield; 4204 new_item->nrof = yield;
3888 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));
3889 insert_ob_in_ob( new_item, pl ); 4206 insert_ob_in_ob (new_item, pl);
3890 esrv_send_inventory( pl, pl ); 4207 esrv_send_inventory (pl, pl);
3891 /* Eat up one item */ 4208 /* Eat up one item */
3892 decrease_ob_nr( marked, 1 ); 4209 decrease_ob_nr (marked, 1);
3893 /* Eat one transformer if needed */ 4210 /* Eat one transformer if needed */
3894 if ( transformer->stats.food ) 4211 if (transformer->stats.food)
3895 if ( --transformer->stats.food == 0 ) 4212 if (--transformer->stats.food == 0)
3896 decrease_ob_nr( transformer, 1 ); 4213 decrease_ob_nr (transformer, 1);
3897 } 4214}

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