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Comparing deliantra/server/server/apply.C (file contents):
Revision 1.9 by root, Fri Aug 25 17:11:53 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 1.9 2006/08/25 17:11:53 root Exp $";
4 */
5/* 1/*
6 CrossFire, A Multiplayer game for X-windows 2 CrossFire, A Multiplayer game for X-windows
7 3
8 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 4 Copyright (C) 2001 Mark Wedel & Crossfire Development Team
9 Copyright (C) 1992 Frank Tore Johansen 5 Copyright (C) 1992 Frank Tore Johansen
20 16
21 You should have received a copy of the GNU General Public License 17 You should have received a copy of the GNU General Public License
22 along with this program; if not, write to the Free Software 18 along with this program; if not, write to the Free Software
23 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
24 20
25 The authors can be reached via e-mail to crossfire-devel@real-time.com 21 The authors can be reached via e-mail to <crossfire@schmorp.de>
26*/ 22*/
27 23
28#include <global.h> 24#include <global.h>
29#include <living.h> 25#include <living.h>
30#include <spells.h> 26#include <spells.h>
31#include <skills.h> 27#include <skills.h>
32#include <tod.h> 28#include <tod.h>
33 29
34#ifndef __CEXTRACT__ 30#ifndef __CEXTRACT__
35#include <sproto.h> 31# include <sproto.h>
36#endif 32#endif
37 33
38/* Want this regardless of rplay. */ 34/* Want this regardless of rplay. */
39#include <sounds.h> 35#include <sounds.h>
40 36
41/* need math lib for double-precision and pow() in dragon_eat_flesh() */ 37/* need math lib for double-precision and pow() in dragon_eat_flesh() */
42#include <math.h> 38#include <math.h>
43
44/* Can transport hold object op?
45 * This is a pretty trivial function,
46 * but in the future, possible transport may have more restrictions
47 * or weight reduction like containers
48 */
49int transport_can_hold(const object *transport, const object *op, int nrof)
50{
51 if ((op->weight *nrof + transport->carrying) > transport->weight_limit)
52 return 0;
53 else
54 return 1;
55}
56
57
58/*
59 * Player is trying to use a transport. This returns same values as
60 * manual_apply() does. This function basically checks to see if
61 * the player can use the transport, and if so, sets up the appropriate
62 * pointers.
63 */
64int apply_transport(object *pl, object *transport, int aflag) {
65
66 /* Only players can use transports right now */
67 if (pl->type != PLAYER) return 0;
68
69 // due to brokenness of transports disable them until a working alternative
70 // has been found... :(
71 // - elmex
72 new_draw_info (NDI_UNIQUE, 0, pl, "This transport is out of order!");
73 return 1;
74
75 /* If player is currently on a transport but not this transport, they need
76 * to exit first. Perhaps transport to transport transfers should be
77 * allowed.
78 */
79 if (pl->contr->transport && pl->contr->transport != transport) {
80 new_draw_info_format(NDI_UNIQUE, 0, pl,
81 "You must exit %s before you can board %s.",
82 query_name(pl->contr->transport),
83 query_name(transport));
84 return 1;
85 }
86
87 /* player is currently on a transport. This must mean he
88 * wants to exit.
89 */
90 if (pl->contr->transport) {
91 object *old_transport = pl->contr->transport, *inv;
92
93 /* Should we print a message if the player only wants to
94 * apply?
95 */
96 if (aflag & AP_APPLY) return 1;
97 new_draw_info_format(NDI_UNIQUE, 0, pl,
98 "You disembark from %s.",
99 query_name(old_transport));
100 remove_ob(pl);
101 pl->map = old_transport->map;
102 pl->x = old_transport->x;
103 pl->y = old_transport->y;
104 if (pl->contr == old_transport->contr)
105 old_transport->contr = NULL;
106
107 pl->contr->transport = NULL;
108 insert_ob_in_map(pl, pl->map, pl, 0);
109 sum_weight(old_transport);
110
111 /* Possible for more than one player to be using a transport.
112 * if that is the case, we don't want to reset the face, as the
113 * transport is still occupied.
114 */
115 for (inv=old_transport->inv; inv; inv=inv->below)
116 if (inv->type == PLAYER) break;
117 if (!inv) {
118 old_transport->face = old_transport->arch->clone.face;
119 old_transport->animation_id = old_transport->arch->clone.animation_id;
120 }
121 return 1;
122 }
123 else {
124 /* player is trying to board a transport */
125 int pc=0, p_limit;
126 object *inv;
127 const char *kv;
128
129 if (aflag & AP_UNAPPLY) return 1;
130
131 /* Can this transport hold the weight of this player? */
132 if (!transport_can_hold(transport, pl, 1)) {
133 new_draw_info_format(NDI_UNIQUE, 0, pl,
134 "The %s is unable to hold your weight!",
135 query_name(transport));
136 return 1;
137 }
138
139 /* Does this transport have space for more players? */
140 for (inv=transport->inv; inv; inv=inv->below) {
141 if (inv->type == PLAYER) pc++;
142 }
143 kv = get_ob_key_value(transport, "passenger_limit");
144 if (!kv) p_limit=1;
145 else p_limit = atoi(kv);
146 if (pc >= p_limit) {
147 new_draw_info_format(NDI_UNIQUE, 0, pl,
148 "The %s does not have space for any more people",
149 query_name(transport));
150 return 1;
151 }
152
153 /* Everything checks out OK - player can get on the transport */
154 pl->contr->transport = transport;
155 if (!transport->contr) transport->contr = pl->contr;
156 remove_ob(pl);
157 insert_ob_in_ob(pl, transport);
158 sum_weight(transport);
159 pl->map = transport->map;
160 pl->x = transport->x;
161 pl->y = transport->y;
162
163 /* Might need to update face, animation info */
164 if (!pc) {
165 const char *str;
166
167 str = get_ob_key_value(transport, "face_full");
168 if (str)
169 transport->face = &new_faces[FindFace(str,
170 transport->face->number)];
171 str = get_ob_key_value(transport, "anim_full");
172 if (str)
173 transport->animation_id = find_animation(str);
174 }
175
176 /* Does speed of this object change based on weight? */
177 kv = get_ob_key_value(transport, "weight_speed_ratio");
178 if (kv) {
179 int wsr = atoi(kv);
180 float base_speed;
181
182 kv = get_ob_key_value(transport, "base_speed");
183 if (kv) base_speed = atof(kv);
184 else base_speed = transport->arch->clone.speed;
185
186 transport->speed = base_speed - (base_speed * transport->carrying *
187 wsr) / (transport->weight_limit * 100);
188
189 /* Put some limits on min/max speeds */
190 if (transport->speed < 0.10) transport->speed = 0.10;
191 if (transport->speed > 1.0) transport->speed = 1.0;
192 }
193 } /* else if player is boarding the transport */
194
195 return 1;
196}
197
198
199 39
200/** 40/**
201 * 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.
202 * 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.
203 */ 43 */
44int
204int should_director_abort(object *op, object *victim) 45should_director_abort (object *op, object *victim)
205{ 46{
206 int arch_flag, name_flag, race_flag; 47 int arch_flag, name_flag, race_flag;
48
207 /* 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.
208 * 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,
209 * 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,
210 * 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
211 * it. Examples: 53 * it. Examples:
212 * subtype 1: only arch 54 * subtype 1: only arch
213 * subtype 3: arch or name 55 * subtype 3: arch or name
214 * subtype 5: arch or race 56 * subtype 5: arch or race
215 * subtype 7: all three 57 * subtype 7: all three
216 */ 58 */
217 if (op->subtype) 59 if (op->subtype)
218 { 60 {
219 arch_flag = (op->subtype & 1); 61 arch_flag = (op->subtype & 1);
220 name_flag = (op->subtype & 2); 62 name_flag = (op->subtype & 2);
221 race_flag = (op->subtype & 4); 63 race_flag = (op->subtype & 4);
222 } else { 64 }
65 else
66 {
223 arch_flag = 1; 67 arch_flag = 1;
224 name_flag = 1; 68 name_flag = 1;
225 race_flag = 1; 69 race_flag = 1;
226 } 70 }
227 /* 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,
228 * name or race that matches. 72 * name or race that matches.
229 */ 73 */
230 if ( (op->race) && 74 if ((op->race) &&
231 ((!(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))) &&
232 ((!(victim->name && name_flag) || strcmp(op->race, victim->name))) && 76 ((!(victim->name && name_flag) || strcmp (op->race, victim->name))) &&
233 ((!(victim->race && race_flag) || strcmp(op->race, victim->race))) ) { 77 ((!(victim->race && race_flag) || strcmp (op->race, victim->race))))
78 {
234 return 1; 79 return 1;
235 } 80 }
236 /* If the director has slaying set, only affect objects where none 81 /* If the director has slaying set, only affect objects where none
237 * of arch, name, or race match. 82 * of arch, name, or race match.
238 */ 83 */
239 if ( (op->slaying) && (
240 ((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))) ||
241 ((victim->name && name_flag && !strcmp(op->slaying, victim->name))) || 85 ((victim->name && name_flag && !strcmp (op->slaying, victim->name))) ||
242 ((victim->race && race_flag && !strcmp(op->slaying, victim->race)))) ) { 86 ((victim->race && race_flag && !strcmp (op->slaying, victim->race)))))
87 {
243 return 1; 88 return 1;
244 } 89 }
245 return 0; 90 return 0;
246} 91}
247 92
248/** 93/**
249 * 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.
250 * 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.
251 * Return value: 1 if money was destroyed, 0 if not. 96 * Return value: 1 if money was destroyed, 0 if not.
252 */ 97 */
98static int
253static int apply_id_altar (object *money, object *altar, object *pl) 99apply_id_altar (object *money, object *altar, object *pl)
254{ 100{
255 object *id, *marked; 101 object *id, *marked;
256 int success=0; 102 int success = 0;
257 103
258 if (pl == NULL || pl->type != PLAYER) 104 if (pl == NULL || pl->type != PLAYER)
259 return 0; 105 return 0;
260 106
261 /* 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
262 * identifying' from being printed out more than it needs to be. 108 * identifying' from being printed out more than it needs to be.
263 */ 109 */
264 if ( ! check_altar_sacrifice (altar, money) || money->type != MONEY) 110 if (!check_altar_sacrifice (altar, money) || money->type != MONEY)
265 return 0; 111 return 0;
266 112
267 marked = find_marked_object (pl); 113 marked = find_marked_object (pl);
268 /* 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
269 * identified. IF it doesn't, then go through the player inventory. 115 * identified. IF it doesn't, then go through the player inventory.
270 */ 116 */
271 if (marked && ! QUERY_FLAG (marked, FLAG_IDENTIFIED) 117 if (marked && !QUERY_FLAG (marked, FLAG_IDENTIFIED) && need_identify (marked))
272 && need_identify (marked))
273 { 118 {
274 if (operate_altar (altar, &money)) { 119 if (operate_altar (altar, &money))
120 {
275 identify (marked); 121 identify (marked);
276 new_draw_info_format(NDI_UNIQUE, 0, pl, 122 new_draw_info_format (NDI_UNIQUE, 0, pl, "You have %s.", long_desc (marked, pl));
277 "You have %s.", long_desc(marked, pl));
278 if (marked->msg) { 123 if (marked->msg)
124 {
279 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:");
280 new_draw_info(NDI_UNIQUE, 0,pl, marked->msg); 126 new_draw_info (NDI_UNIQUE, 0, pl, marked->msg);
127 }
128 return money == NULL;
129 }
281 } 130 }
282 return money == NULL;
283 }
284 }
285 131
286 for (id=pl->inv; id; id=id->below) { 132 for (id = pl->inv; id; id = id->below)
133 {
287 if (!QUERY_FLAG(id, FLAG_IDENTIFIED) && !id->invisible && 134 if (!QUERY_FLAG (id, FLAG_IDENTIFIED) && !id->invisible && need_identify (id))
288 need_identify(id)) { 135 {
289 if (operate_altar(altar,&money)) { 136 if (operate_altar (altar, &money))
290 identify(id); 137 {
291 new_draw_info_format(NDI_UNIQUE, 0, pl, 138 identify (id);
292 "You have %s.", long_desc(id, pl)); 139 new_draw_info_format (NDI_UNIQUE, 0, pl, "You have %s.", long_desc (id, pl));
293 if (id->msg) { 140 if (id->msg)
141 {
294 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:");
295 new_draw_info(NDI_UNIQUE, 0,pl, id->msg); 143 new_draw_info (NDI_UNIQUE, 0, pl, id->msg);
296 } 144 }
297 success=1; 145 success = 1;
298 /* If no more money, might as well quit now */ 146 /* If no more money, might as well quit now */
299 if (money == NULL || ! check_altar_sacrifice (altar,money)) 147 if (money == NULL || !check_altar_sacrifice (altar, money))
300 break; 148 break;
301 } 149 }
302 else { 150 else
151 {
303 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");
304 break; 153 break;
305 } 154 }
306 } 155 }
307 } 156 }
157 if (!success)
308 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");
309 return money == NULL; 159 return money == NULL;
310} 160}
311 161
312/** 162/**
313 * 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
314 * matching item. 164 * matching item.
315 **/ 165 **/
166static void
316static void handle_apply_yield(object* tmp) 167handle_apply_yield (object *tmp)
317{ 168{
318 const char* yield; 169 const char *yield;
319 170
320 yield = get_ob_key_value(tmp,"on_use_yield"); 171 yield = get_ob_key_value (tmp, "on_use_yield");
321 if (yield != NULL) 172 if (yield != NULL)
322 { 173 {
323 object* drop = get_archetype(yield); 174 object *drop = get_archetype (yield);
175
324 if (tmp->env) 176 if (tmp->env)
325 { 177 {
326 drop = insert_ob_in_ob(drop,tmp->env); 178 drop = insert_ob_in_ob (drop, tmp->env);
327 if (tmp->env->type == PLAYER) 179 if (tmp->env->type == PLAYER)
328 esrv_send_item(tmp->env,drop); 180 esrv_send_item (tmp->env, drop);
329 } 181 }
330 else 182 else
331 { 183 {
332 drop->x = tmp->x; 184 drop->x = tmp->x;
333 drop->y = tmp->y; 185 drop->y = tmp->y;
334 insert_ob_in_map(drop,tmp->map,tmp,INS_BELOW_ORIGINATOR); 186 insert_ob_in_map (drop, tmp->map, tmp, INS_BELOW_ORIGINATOR);
335 } 187 }
336 } 188 }
337} 189}
338 190
339/** 191/**
340 * Handles applying a potion. 192 * Handles applying a potion.
341 */ 193 */
194int
342int apply_potion (object * op, object * tmp) 195apply_potion (object *op, object *tmp)
343{ 196{
344 int got_one = 0, i; 197 int got_one = 0, i;
345 object *force = 0, *floor = 0; 198 object *force = 0, *floor = 0;
346 199
347 floor = get_map_ob (op->map, op->x, op->y); 200 floor = get_map_ob (op->map, op->x, op->y);
348 201
349 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)
350 { 203 {
351 if (op->type == PLAYER) 204 if (op->type == PLAYER)
352 new_draw_info (NDI_UNIQUE, 0, op,
353 "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!");
354 );
355 CLEAR_FLAG (tmp, FLAG_APPLIED); 206 CLEAR_FLAG (tmp, FLAG_APPLIED);
356 return 0; 207 return 0;
357 } 208 }
358 209
359 if (op->type == PLAYER) 210 if (op->type == PLAYER)
375 drain_stat (op); 226 drain_stat (op);
376 fix_player (op); 227 fix_player (op);
377 decrease_ob (tmp); 228 decrease_ob (tmp);
378 return 1; 229 return 1;
379 } 230 }
380 if ((at = find_archetype (ARCH_DEPLETION)) == NULL) 231 if ((at = archetype::find (ARCH_DEPLETION)) == NULL)
381 { 232 {
382 LOG (llevError, "Could not find archetype depletion\n"); 233 LOG (llevError, "Could not find archetype depletion\n");
383 return 0; 234 return 0;
384 } 235 }
385 depl = present_arch_in_ob (at, op); 236 depl = present_arch_in_ob (at, op);
450 if (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED)) 301 if (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED))
451 { 302 {
452 if (got_one) 303 if (got_one)
453 { 304 {
454 fix_player (op); 305 fix_player (op);
455 new_draw_info (NDI_UNIQUE, 0, op, 306 new_draw_info (NDI_UNIQUE, 0, op, "The Gods smile upon you and remake you");
456 "The Gods smile upon you and remake you"); 307 new_draw_info (NDI_UNIQUE, 0, op, "a little more in their image.");
457 new_draw_info (NDI_UNIQUE, 0, op, 308 new_draw_info (NDI_UNIQUE, 0, op, "You feel a little more perfect.");
458 "a little more in their image.");
459 new_draw_info (NDI_UNIQUE, 0, op,
460 "You feel a little more perfect.");
461 } 309 }
462 else 310 else
463 new_draw_info (NDI_UNIQUE, 0, op, 311 new_draw_info (NDI_UNIQUE, 0, op, "The potion had no effect - you are already perfect");
464 "The potion had no effect - you are already perfect");
465 } 312 }
466 else 313 else
467 { /* cursed potion */ 314 { /* cursed potion */
468 if (got_one) 315 if (got_one)
469 { 316 {
470 fix_player (op); 317 fix_player (op);
471 new_draw_info (NDI_UNIQUE, 0, op, 318 new_draw_info (NDI_UNIQUE, 0, op, "The Gods are angry and punish you.");
472 "The Gods are angry and punish you.");
473 } 319 }
474 else 320 else
475 new_draw_info (NDI_UNIQUE, 0, op, 321 new_draw_info (NDI_UNIQUE, 0, op, "You are fortunate that you are so pathetic.");
476 "You are fortunate that you are so pathetic.");
477 } 322 }
478 decrease_ob (tmp); 323 decrease_ob (tmp);
479 return 1; 324 return 1;
480 } 325 }
481 326
492 object *fball; 337 object *fball;
493 338
494 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!");
495 /* Explodes a fireball centered at player */ 340 /* Explodes a fireball centered at player */
496 fball = get_archetype (EXPLODING_FIREBALL); 341 fball = get_archetype (EXPLODING_FIREBALL);
497 fball->dam_modifier =
498 random_roll (1, op->level, op, PREFER_LOW) / 5 + 1; 342 fball->dam_modifier = random_roll (1, op->level, op, PREFER_LOW) / 5 + 1;
499 fball->stats.maxhp =
500 random_roll (1, op->level, op, PREFER_LOW) / 10 + 2; 343 fball->stats.maxhp = random_roll (1, op->level, op, PREFER_LOW) / 10 + 2;
501 fball->x = op->x; 344 fball->x = op->x;
502 fball->y = op->y; 345 fball->y = op->y;
503 insert_ob_in_map (fball, op->map, NULL, 0); 346 insert_ob_in_map (fball, op->map, NULL, 0);
504 } 347 }
505 else 348 else
546 } 389 }
547 390
548 /* Only thing left are the stat potions */ 391 /* Only thing left are the stat potions */
549 if (op->type == PLAYER) 392 if (op->type == PLAYER)
550 { /* only for players */ 393 { /* only for players */
551 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)
552 && tmp->value != 0)
553 CLEAR_FLAG (tmp, FLAG_APPLIED); 395 CLEAR_FLAG (tmp, FLAG_APPLIED);
554 else 396 else
555 SET_FLAG (tmp, FLAG_APPLIED); 397 SET_FLAG (tmp, FLAG_APPLIED);
556 if (!change_abil (op, tmp)) 398 if (!change_abil (op, tmp))
557 new_draw_info (NDI_UNIQUE, 0, op, "Nothing happened."); 399 new_draw_info (NDI_UNIQUE, 0, op, "Nothing happened.");
573 ****************************************************************************/ 415 ****************************************************************************/
574 416
575/** 417/**
576 * This returns the sum of nrof of item (arch name). 418 * This returns the sum of nrof of item (arch name).
577 */ 419 */
420static int
578static int check_item(object *op, const char *item) 421check_item (object *op, const char *item)
579{ 422{
580 int count=0; 423 int count = 0;
581 424
582 425
583 if (item==NULL) return 0; 426 if (item == NULL)
427 return 0;
584 op=op->below; 428 op = op->below;
585 while(op!=NULL) { 429 while (op != NULL)
430 {
586 if (strcmp(op->arch->name,item)==0){ 431 if (strcmp (op->arch->name, item) == 0)
432 {
587 if (!QUERY_FLAG (op, FLAG_CURSED) && !QUERY_FLAG (op, FLAG_DAMNED) 433 if (!QUERY_FLAG (op, FLAG_CURSED) && !QUERY_FLAG (op, FLAG_DAMNED)
588 /* Loophole bug? -FD- */ && !QUERY_FLAG (op, FLAG_UNPAID) ) 434 /* Loophole bug? -FD- */ && !QUERY_FLAG (op, FLAG_UNPAID))
589 { 435 {
590 if (op->nrof == 0)/* this is necessary for artifact sacrifices --FD-- */ 436 if (op->nrof == 0) /* this is necessary for artifact sacrifices --FD-- */
591 count++; 437 count++;
592 else 438 else
593 count += op->nrof; 439 count += op->nrof;
440 }
441 }
442 op = op->below;
594 } 443 }
595 }
596 op=op->below;
597 }
598 return count; 444 return count;
599} 445}
600 446
601/** 447/**
602 * This removes 'nrof' of what item->slaying says to remove. 448 * This removes 'nrof' of what item->slaying says to remove.
603 * op is typically the player, which is only 449 * op is typically the player, which is only
604 * really used to determine what space to look at. 450 * really used to determine what space to look at.
605 * Modified to only eat 'nrof' of objects. 451 * Modified to only eat 'nrof' of objects.
606 */ 452 */
453static void
607static void eat_item(object *op,const char *item, uint32 nrof) 454eat_item (object *op, const char *item, uint32 nrof)
608{ 455{
609 object *prev; 456 object *prev;
610 457
458 prev = op;
459 op = op->below;
460
461 while (op != NULL)
462 {
463 if (strcmp (op->arch->name, item) == 0)
464 {
465 if (op->nrof >= nrof)
466 {
467 decrease_ob_nr (op, nrof);
468 return;
469 }
470 else
471 {
472 decrease_ob_nr (op, op->nrof);
473 nrof -= op->nrof;
474 }
475 op = prev;
476 }
611 prev = op; 477 prev = op;
612 op=op->below; 478 op = op->below;
613
614 while(op!=NULL) {
615 if (strcmp(op->arch->name,item)==0) {
616 if (op->nrof >= nrof) {
617 decrease_ob_nr(op,nrof);
618 return;
619 } else {
620 decrease_ob_nr(op,op->nrof);
621 nrof -= op->nrof;
622 }
623 op=prev;
624 }
625 prev = op;
626 op=op->below;
627 } 479 }
628} 480}
629 481
630/** 482/**
631 * 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
632 * with improvs improvements (typically last_eat). We take an int here 484 * with improvs improvements (typically last_eat). We take an int here
633 * 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
634 * increased value to see if the object is usuable. 486 * increased value to see if the object is usuable.
635 * we return 1 (true) if the player can use the weapon. 487 * we return 1 (true) if the player can use the weapon.
636 */ 488 */
489static int
637static int check_weapon_power(const object *who, int improvs) 490check_weapon_power (const object *who, int improvs)
638{ 491{
492
639/* 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
640 * 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
641 * 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.
642 */ 496 */
643#if 1 497#if 1
644 if (((who->level/5)+5) >= improvs) return 1; 498 if (((who->level / 5) + 5) >= improvs)
499 return 1;
500 else
645 else return 0; 501 return 0;
646 502
647#else 503#else
648 int level=0; 504 int level = 0;
649 505
650 /* The skill system hands out wc and dam bonuses to fighters 506 /* The skill system hands out wc and dam bonuses to fighters
651 * more generously than the old system (see fix_player). Thus 507 * more generously than the old system (see fix_player). Thus
652 * we need to curtail the power of player enchanted weapons. 508 * we need to curtail the power of player enchanted weapons.
653 * 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.
654 * 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
655 * using normal level - it is just a matter of play balance. 511 * using normal level - it is just a matter of play balance.
656 */ 512 */
657 if(who->type==PLAYER) { 513 if (who->type == PLAYER)
514 {
658 object *wc_obj=NULL; 515 object *wc_obj = NULL;
659 516
660 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)
661 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)
662 level = wc_obj->level; 519 level = wc_obj->level;
663 520
664 if (!level ) { 521 if (!level)
522 {
665 LOG(llevError,"Error: Player: %s lacks wc experience object\n",who->name); 523 LOG (llevError, "Error: Player: %s lacks wc experience object\n", who->name);
524 level = who->level;
525 }
526 }
527 else
666 level = who->level; 528 level = who->level;
667 }
668 }
669 else
670 level=who->level;
671 529
672 return (improvs <= ((level/5)+5)); 530 return (improvs <= ((level / 5) + 5));
673#endif 531#endif
674} 532}
675 533
676/** 534/**
677 * 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.
678 * 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.
679 */ 537 */
538static int
680static int check_sacrifice(object *op, const object *improver) 539check_sacrifice (object *op, const object *improver)
681{ 540{
682 int count=0; 541 int count = 0;
683 542
684 if (improver->slaying!=NULL) { 543 if (improver->slaying != NULL)
544 {
685 count = check_item(op,improver->slaying); 545 count = check_item (op, improver->slaying);
686 if (count<1) { 546 if (count < 1)
547 {
687 char buf[200]; 548 char buf[200];
549
688 sprintf(buf,"The gods want more %ss",improver->slaying); 550 sprintf (buf, "The gods want more %ss", &improver->slaying);
689 new_draw_info(NDI_UNIQUE,0,op,buf); 551 new_draw_info (NDI_UNIQUE, 0, op, buf);
690 return 0; 552 return 0;
691 } 553 }
692 } 554 }
693 else 555 else
694 count=1; 556 count = 1;
695 557
696 return count; 558 return count;
697} 559}
698 560
699/** 561/**
700 * Actually improves the weapon, and tells user. 562 * Actually improves the weapon, and tells user.
701 */ 563 */
702int improve_weapon_stat(object *op,object *improver,object *weapon, 564int
703 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)
704{ 566{
705 567
706 new_draw_info(NDI_UNIQUE,0,op,"Your sacrifice was accepted."); 568 new_draw_info (NDI_UNIQUE, 0, op, "Your sacrifice was accepted.");
707 *stat += sacrifice_count; 569 *stat += sacrifice_count;
708 weapon->last_eat++; 570 weapon->last_eat++;
709 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);
710 "Weapon's bonus to %s improved by %d",statname,sacrifice_count);
711 decrease_ob(improver); 572 decrease_ob (improver);
712 573
713 /* So it updates the players stats and the window */ 574 /* So it updates the players stats and the window */
714 fix_player(op); 575 fix_player (op);
715 return 1; 576 return 1;
716} 577}
717 578
718/* Types of improvements, hidden in the sp field. */ 579/* Types of improvements, hidden in the sp field. */
719#define IMPROVE_PREPARE 1 580#define IMPROVE_PREPARE 1
732/** 593/**
733 * This does the prepare weapon scroll. 594 * This does the prepare weapon scroll.
734 * Checks for sacrifice, and so on. 595 * Checks for sacrifice, and so on.
735 */ 596 */
736 597
598int
737int prepare_weapon(object *op, object *improver, object *weapon) 599prepare_weapon (object *op, object *improver, object *weapon)
738{ 600{
739 int sacrifice_count,i; 601 int sacrifice_count, i;
740 char buf[MAX_BUF]; 602 char buf[MAX_BUF];
741 603
742 if (weapon->level!=0) { 604 if (weapon->level != 0)
605 {
743 new_draw_info(NDI_UNIQUE,0,op,"Weapon already prepared."); 606 new_draw_info (NDI_UNIQUE, 0, op, "Weapon already prepared.");
744 return 0; 607 return 0;
745 } 608 }
746 for (i=0; i<NROFATTACKS; i++) 609 for (i = 0; i < NROFATTACKS; i++)
747 if (weapon->resist[i]) break; 610 if (weapon->resist[i])
611 break;
748 612
749 /* If we break out, i will be less than nrofattacks, preventing 613 /* If we break out, i will be less than nrofattacks, preventing
750 * improvement of items that already have protections. 614 * improvement of items that already have protections.
751 */ 615 */
752 if (i<NROFATTACKS || 616 if (i < NROFATTACKS || weapon->stats.hp || /* regeneration */
753 weapon->stats.hp || /* regeneration */
754 (weapon->stats.sp && weapon->type == WEAPON) || /* sp regeneration */ 617 (weapon->stats.sp && weapon->type == WEAPON) || /* sp regeneration */
755 weapon->stats.exp || /* speed */ 618 weapon->stats.exp || /* speed */
756 weapon->stats.ac) /* AC - only taifu's I think */ 619 weapon->stats.ac) /* AC - only taifu's I think */
757 { 620 {
758 new_draw_info(NDI_UNIQUE,0,op,"Cannot prepare magic weapons."); 621 new_draw_info (NDI_UNIQUE, 0, op, "Cannot prepare magic weapons.");
759 return 0; 622 return 0;
760 } 623 }
761 sacrifice_count=check_sacrifice(op,improver); 624 sacrifice_count = check_sacrifice (op, improver);
762 if (sacrifice_count<=0) 625 if (sacrifice_count <= 0)
763 return 0; 626 return 0;
764 weapon->level=isqrt(sacrifice_count); 627 weapon->level = isqrt (sacrifice_count);
765 new_draw_info(NDI_UNIQUE,0,op,"Your sacrifice was accepted."); 628 new_draw_info (NDI_UNIQUE, 0, op, "Your sacrifice was accepted.");
766 eat_item(op, improver->slaying, sacrifice_count); 629 eat_item (op, improver->slaying, sacrifice_count);
767 630
768 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);
769 weapon->name,weapon->level);
770 632
771 sprintf(buf,"%s's %s",op->name,weapon->name); 633 sprintf (buf, "%s's %s", &op->name, &weapon->name);
772 FREE_AND_COPY(weapon->name, buf); 634 weapon->name = weapon->name_pl = buf;
773 FREE_AND_COPY(weapon->name_pl, buf);
774 weapon->nrof=0; /* prevents preparing n weapons in the same 635 weapon->nrof = 0; /* prevents preparing n weapons in the same
775 slot at once! */ 636 slot at once! */
776 decrease_ob(improver); 637 decrease_ob (improver);
777 weapon->last_eat=0; 638 weapon->last_eat = 0;
778 return 1; 639 return 1;
779} 640}
780 641
781 642
782/** 643/**
783 * 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.
788 * 649 *
789 * 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
790 * 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 ??
791 * level == max improve last_eat == current improve 652 * level == max improve last_eat == current improve
792 */ 653 */
654int
793int improve_weapon(object *op,object *improver,object *weapon) 655improve_weapon (object *op, object *improver, object *weapon)
794{ 656{
795 int sacrifice_count, sacrifice_needed=0; 657 int sacrifice_count, sacrifice_needed = 0;
796 658
797 if(improver->stats.sp==IMPROVE_PREPARE) { 659 if (improver->stats.sp == IMPROVE_PREPARE)
660 {
798 return prepare_weapon(op, improver, weapon); 661 return prepare_weapon (op, improver, weapon);
799 } 662 }
800 if (weapon->level==0) { 663 if (weapon->level == 0)
664 {
801 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.");
802 return 0; 666 return 0;
803 } 667 }
804 if (weapon->level==weapon->last_eat && weapon->item_power >=100) { 668 if (weapon->level == weapon->last_eat && weapon->item_power >= 100)
669 {
805 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.");
806 return 0; 671 return 0;
807 } 672 }
808 if (QUERY_FLAG(weapon, FLAG_APPLIED) && 673 if (QUERY_FLAG (weapon, FLAG_APPLIED) && !check_weapon_power (op, weapon->last_eat + 1))
809 !check_weapon_power(op, weapon->last_eat+1)) { 674 {
810 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");
811 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");
812 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.");
813 return 0; 678 return 0;
814 } 679 }
815 /* 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
816 * 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,
817 * 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
818 * weapon can be improved. 683 * weapon can be improved.
819 */ 684 */
820 if (improver->stats.sp==IMPROVE_DAMAGE) { 685 if (improver->stats.sp == IMPROVE_DAMAGE)
686 {
821 weapon->stats.dam += 5; 687 weapon->stats.dam += 5;
822 weapon->weight += 5000; /* 5 KG's */ 688 weapon->weight += 5000; /* 5 KG's */
823 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);
824 "Damage has been increased by 5 to %d", weapon->stats.dam);
825 weapon->last_eat++; 690 weapon->last_eat++;
826 691
827 weapon->item_power++; 692 weapon->item_power++;
828 decrease_ob(improver); 693 decrease_ob (improver);
829 return 1; 694 return 1;
830 } 695 }
831 if (improver->stats.sp == IMPROVE_WEIGHT) { 696 if (improver->stats.sp == IMPROVE_WEIGHT)
697 {
832 /* Reduce weight by 20% */ 698 /* Reduce weight by 20% */
833 weapon->weight = (weapon->weight * 8)/10; 699 weapon->weight = (weapon->weight * 8) / 10;
834 if (weapon->weight < 1) weapon->weight = 1; 700 if (weapon->weight < 1)
835 new_draw_info_format(NDI_UNIQUE, 0, op, 701 weapon->weight = 1;
836 "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);
837 (float)weapon->weight/1000.0);
838 weapon->last_eat++; 703 weapon->last_eat++;
839 weapon->item_power++; 704 weapon->item_power++;
840 decrease_ob(improver); 705 decrease_ob (improver);
841 return 1; 706 return 1;
842 } 707 }
843 if (improver->stats.sp == IMPROVE_ENCHANT) { 708 if (improver->stats.sp == IMPROVE_ENCHANT)
709 {
844 weapon->magic++; 710 weapon->magic++;
845 weapon->last_eat++; 711 weapon->last_eat++;
846 new_draw_info_format(NDI_UNIQUE, 0, op 712 new_draw_info_format (NDI_UNIQUE, 0, op, "Weapon magic increased to %d", weapon->magic);
847 ,"Weapon magic increased to %d",weapon->magic);
848 decrease_ob(improver); 713 decrease_ob (improver);
849 weapon->item_power++; 714 weapon->item_power++;
850 return 1; 715 return 1;
851 } 716 }
852 717
853 sacrifice_needed = weapon->stats.Str + weapon->stats.Int + weapon->stats.Dex+ 718 sacrifice_needed = weapon->stats.Str + weapon->stats.Int + weapon->stats.Dex +
854 weapon->stats.Pow + weapon->stats.Con + weapon->stats.Cha + 719 weapon->stats.Pow + weapon->stats.Con + weapon->stats.Cha + weapon->stats.Wis;
855 weapon->stats.Wis;
856 720
857 if (sacrifice_needed<1) 721 if (sacrifice_needed < 1)
858 sacrifice_needed =1; 722 sacrifice_needed = 1;
859 sacrifice_needed *=2; 723 sacrifice_needed *= 2;
860 724
861 sacrifice_count = check_sacrifice(op,improver); 725 sacrifice_count = check_sacrifice (op, improver);
862 if (sacrifice_count < sacrifice_needed) { 726 if (sacrifice_count < sacrifice_needed)
863 new_draw_info_format(NDI_UNIQUE, 0, op, 727 {
864 "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);
865 return 0; 729 return 0;
866 } 730 }
867 eat_item(op,improver->slaying, sacrifice_needed); 731 eat_item (op, improver->slaying, sacrifice_needed);
868 weapon->item_power++; 732 weapon->item_power++;
869 733
870 switch (improver->stats.sp) { 734 switch (improver->stats.sp)
735 {
871 case IMPROVE_STR: 736 case IMPROVE_STR:
872 return improve_weapon_stat(op,improver,weapon, 737 return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Str), 1, "strength");
873 (signed char *) &(weapon->stats.Str),
874 1, "strength");
875 case IMPROVE_DEX: 738 case IMPROVE_DEX:
876 return improve_weapon_stat(op,improver,weapon, 739 return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Dex), 1, "dexterity");
877 (signed char *) &(weapon->stats.Dex),
878 1, "dexterity");
879 case IMPROVE_CON: 740 case IMPROVE_CON:
880 return improve_weapon_stat(op,improver,weapon, 741 return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Con), 1, "constitution");
881 (signed char *) &(weapon->stats.Con),
882 1, "constitution");
883 case IMPROVE_WIS: 742 case IMPROVE_WIS:
884 return improve_weapon_stat(op,improver,weapon, 743 return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Wis), 1, "wisdom");
885 (signed char *) &(weapon->stats.Wis),
886 1, "wisdom");
887 case IMPROVE_CHA: 744 case IMPROVE_CHA:
888 return improve_weapon_stat(op,improver,weapon, 745 return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Cha), 1, "charisma");
889 (signed char *) &(weapon->stats.Cha),
890 1, "charisma");
891 case IMPROVE_INT: 746 case IMPROVE_INT:
892 return improve_weapon_stat(op,improver,weapon, 747 return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Int), 1, "intelligence");
893 (signed char *) &(weapon->stats.Int),
894 1, "intelligence");
895 case IMPROVE_POW: 748 case IMPROVE_POW:
896 return improve_weapon_stat(op,improver,weapon, 749 return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Pow), 1, "power");
897 (signed char *) &(weapon->stats.Pow),
898 1, "power");
899 default: 750 default:
900 new_draw_info(NDI_UNIQUE, 0,op,"Unknown improvement type."); 751 new_draw_info (NDI_UNIQUE, 0, op, "Unknown improvement type.");
901 } 752 }
902 LOG(llevError,"improve_weapon: Got to end of function\n"); 753 LOG (llevError, "improve_weapon: Got to end of function\n");
903 return 0; 754 return 0;
904} 755}
905 756
906/** 757/**
907 * Handles the applying of improve/prepare/enchant weapon scroll. 758 * Handles the applying of improve/prepare/enchant weapon scroll.
908 * 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, ...),
909 * then calls improve_weapon to do the dirty work. 760 * then calls improve_weapon to do the dirty work.
910 */ 761 */
762int
911int check_improve_weapon (object *op, object *tmp) 763check_improve_weapon (object *op, object *tmp)
912{ 764{
913 object *otmp; 765 object *otmp;
914 766
915 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.");
916 return 0; 772 return 0;
917 if (!QUERY_FLAG(op, FLAG_WIZCAST) && (get_map_flags(op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC)) {
918 new_draw_info(NDI_UNIQUE, 0,op,"Something blocks the magic of the scroll.");
919 return 0;
920 } 773 }
921 otmp=find_marked_object(op); 774 otmp = find_marked_object (op);
922 if(!otmp) { 775 if (!otmp)
776 {
923 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.");
924 return 0; 778 return 0;
925 } 779 }
926 if (otmp->type != WEAPON && otmp->type != BOW) { 780 if (otmp->type != WEAPON && otmp->type != BOW)
781 {
927 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");
928 return 0; 783 return 0;
929 } 784 }
930 new_draw_info(NDI_UNIQUE, 0,op,"Applied weapon builder."); 785 new_draw_info (NDI_UNIQUE, 0, op, "Applied weapon builder.");
931 improve_weapon(op,tmp,otmp); 786 improve_weapon (op, tmp, otmp);
932 esrv_send_item(op, otmp); 787 esrv_send_item (op, otmp);
933 return 1; 788 return 1;
934} 789}
935 790
936/** 791/**
937 * This code deals with the armour improvment scrolls. 792 * This code deals with the armour improvment scrolls.
938 * Change limits on improvement - let players go up to 793 * Change limits on improvement - let players go up to
953 * the armour value of the piece of equipment exceed either 808 * the armour value of the piece of equipment exceed either
954 * the users level or 90) 809 * the users level or 90)
955 * Modified by MSW for partial resistance. Only support 810 * Modified by MSW for partial resistance. Only support
956 * changing of physical area right now. 811 * changing of physical area right now.
957 */ 812 */
813int
958int improve_armour(object *op, object *improver, object *armour) 814improve_armour (object *op, object *improver, object *armour)
959{ 815{
960 object *tmp; 816 object *tmp;
961 817
962 if (armour->magic >= settings.armor_max_enchant) { 818 if (armour->magic >= settings.armor_max_enchant)
819 {
963 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.");
964 return 0; 821 return 0;
965 } 822 }
966 /* 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,
967 * 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.
968 * 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
969 * of gnarg and what not?) 826 * of gnarg and what not?)
970 */ 827 */
971 if (armour->title) { 828 if (armour->title)
829 {
972 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.");
973 return 0; 831 return 0;
974 } 832 }
975 833
976 /* Split objects if needed. Can't insert tmp until the 834 /* Split objects if needed. Can't insert tmp until the
977 * end of this function - otherwise it will just re-merge. 835 * end of this function - otherwise it will just re-merge.
978 */ 836 */
979 if(armour->nrof > 1) 837 if (armour->nrof > 1)
980 tmp = get_split_ob(armour,armour->nrof - 1); 838 tmp = get_split_ob (armour, armour->nrof - 1);
981 else 839 else
982 tmp = NULL; 840 tmp = NULL;
983 841
984 armour->magic++; 842 armour->magic++;
985 843
986 if ( !settings.armor_speed_linear ) 844 if (!settings.armor_speed_linear)
987 { 845 {
988 int base = 100; 846 int base = 100;
989 int pow = 0; 847 int pow = 0;
848
990 while ( pow < armour->magic ) 849 while (pow < armour->magic)
991 { 850 {
992 base = base - ( base * settings.armor_speed_improvement ) / 100; 851 base = base - (base * settings.armor_speed_improvement) / 100;
993 pow++; 852 pow++;
994 } 853 }
995 854
996 ARMOUR_SPEED( armour ) = ( ARMOUR_SPEED( &armour->arch->clone ) * base ) / 100; 855 ARMOUR_SPEED (armour) = (ARMOUR_SPEED (&armour->arch->clone) * base) / 100;
997 } 856 }
998 else 857 else
999 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;
1000 859
1001 if ( !settings.armor_weight_linear ) 860 if (!settings.armor_weight_linear)
1002 { 861 {
1003 int base = 100; 862 int base = 100;
1004 int pow = 0; 863 int pow = 0;
864
1005 while ( pow < armour->magic ) 865 while (pow < armour->magic)
1006 { 866 {
1007 base = base - ( base * settings.armor_weight_reduction ) / 100; 867 base = base - (base * settings.armor_weight_reduction) / 100;
1008 pow++; 868 pow++;
1009 } 869 }
1010 870
1011 armour->weight = ( armour->arch->clone.weight * base ) / 100; 871 armour->weight = (armour->arch->clone.weight * base) / 100;
1012 } 872 }
1013 else 873 else
1014 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;
1015 875
1016 if ( armour->weight <= 0 ) 876 if (armour->weight <= 0)
1017 { 877 {
1018 LOG( llevInfo, "Warning: enchanted armours can have negative weight\n." ); 878 LOG (llevInfo, "Warning: enchanted armours can have negative weight\n.");
1019 armour->weight = 1; 879 armour->weight = 1;
1020 } 880 }
1021 881
1022 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);
1023 883
1024 if (op->type == PLAYER) { 884 if (op->type == PLAYER)
885 {
1025 esrv_send_item(op, armour); 886 esrv_send_item (op, armour);
1026 if(QUERY_FLAG(armour, FLAG_APPLIED)) 887 if (QUERY_FLAG (armour, FLAG_APPLIED))
1027 fix_player(op); 888 fix_player (op);
1028 } 889 }
1029 decrease_ob(improver); 890 decrease_ob (improver);
1030 if (tmp) { 891 if (tmp)
892 {
1031 insert_ob_in_ob(tmp, op); 893 insert_ob_in_ob (tmp, op);
1032 esrv_send_item(op, tmp); 894 esrv_send_item (op, tmp);
1033 } 895 }
1034 return 1; 896 return 1;
1035} 897}
1036 898
1037 899
1038/* 900/*
1039 * 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
1047/* Takes one items and makes another. 909/* Takes one items and makes another.
1048 * converter is the object that is doing the conversion. 910 * converter is the object that is doing the conversion.
1049 * 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
1050 * what the converter wants, this will not do anything. 912 * what the converter wants, this will not do anything.
1051 */ 913 */
914int
1052int convert_item(object *item, object *converter) { 915convert_item (object *item, object *converter)
916{
1053 int nr=0; 917 int nr = 0;
1054 object *tmp;
1055 int is_in_shop;
1056 uint32 price_in; 918 uint32 price_in;
1057 919
1058 for(tmp = get_map_ob(converter->map, converter->x, converter->y);
1059 tmp != NULL;
1060 tmp = tmp->above) {
1061 if(tmp->type == SHOP_FLOOR)
1062 break;
1063 }
1064 is_in_shop = (tmp != NULL);
1065
1066 /* 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,
1067 * 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
1068 * 3 gp and player drops a platinum, tough luck) 922 * 3 gp and player drops a platinum, tough luck)
1069 */ 923 */
1070 if (!strcmp(CONV_FROM(converter),"money")) { 924 if (!strcmp (CONV_FROM (converter), "money"))
1071 int cost; 925 {
926 int cost;
1072 927
1073 if(item->type!=MONEY) 928 if (item->type != MONEY)
1074 return 0; 929 return 0;
1075 930
1076 nr=(item->nrof*item->value)/CONV_NEED(converter); 931 nr = (item->nrof * item->value) / CONV_NEED (converter);
1077 if (!nr) return 0; 932 if (!nr)
933 return 0;
1078 cost=nr*CONV_NEED(converter)/item->value; 934 cost = nr * CONV_NEED (converter) / item->value;
1079 /* take into account rounding errors */ 935 /* take into account rounding errors */
1080 if (nr*CONV_NEED(converter)%item->value) cost++; 936 if (nr * CONV_NEED (converter) % item->value)
937 cost++;
1081 decrease_ob_nr(item, cost); 938 decrease_ob_nr (item, cost);
1082 939
1083 price_in = cost*item->value; 940 price_in = cost * item->value;
941 }
942 else
1084 } 943 {
1085 else {
1086 if(item->type==PLAYER||CONV_FROM(converter)!=item->arch->name|| 944 if (item->type == PLAYER || CONV_FROM (converter) != item->arch->name ||
1087 (CONV_NEED(converter)&&CONV_NEED(converter)>item->nrof)) 945 (CONV_NEED (converter) && CONV_NEED (converter) > (uint16) item->nrof))
1088 return 0; 946 return 0;
1089 947
1090 if(CONV_NEED(converter)) { 948 if (CONV_NEED (converter))
949 {
1091 nr=item->nrof/CONV_NEED(converter); 950 nr = item->nrof / CONV_NEED (converter);
1092 decrease_ob_nr(item,nr*CONV_NEED(converter)); 951 decrease_ob_nr (item, nr * CONV_NEED (converter));
1093 price_in = nr*CONV_NEED(converter)*item->value; 952 price_in = nr * CONV_NEED (converter) * item->value;
1094 } else { 953 }
954 else
955 {
1095 price_in = item->value; 956 price_in = item->value;
1096 remove_ob(item); 957 remove_ob (item);
1097 free_object(item); 958 free_object (item);
1098 } 959 }
1099 } 960 }
1100 961
1101 if (converter->inv != NULL) { 962 if (converter->inv != NULL)
963 {
1102 object *ob; 964 object *ob;
1103 int i; 965 int i;
1104 object *ob_to_copy; 966 object *ob_to_copy;
1105 967
1106 /* select random object from inventory to copy */ 968 /* select random object from inventory to copy */
1107 ob_to_copy = converter->inv; 969 ob_to_copy = converter->inv;
1108 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 {
1109 if (rndm(0, i) == 0) { 972 if (rndm (0, i) == 0)
1110 ob_to_copy = ob; 973 {
974 ob_to_copy = ob;
975 }
976 }
977 item = object_create_clone (ob_to_copy);
978 CLEAR_FLAG (item, FLAG_IS_A_TEMPLATE);
979 unflag_inv (item, FLAG_IS_A_TEMPLATE);
1111 } 980 }
1112 } 981 else
1113 item = object_create_clone(ob_to_copy); 982 {
1114 CLEAR_FLAG(item, FLAG_IS_A_TEMPLATE);
1115 unflag_inv(item, FLAG_IS_A_TEMPLATE);
1116 } else {
1117 if (converter->other_arch == NULL) { 983 if (converter->other_arch == NULL)
1118 LOG(llevError,"move_creator: Converter doesn't have other arch set: %s (%s, %d, %d)\n", converter->name ? converter->name : "(null)", converter->map->path, converter->x, converter->y); 984 {
985 LOG (llevError, "move_creator: Converter doesn't have other arch set: %s (%s, %d, %d)\n",
986 &converter->name, converter->map->path, converter->x, converter->y);
1119 return -1; 987 return -1;
1120 } 988 }
1121 989
1122 item = object_create_arch(converter->other_arch); 990 item = object_create_arch (converter->other_arch);
1123 fix_generated_item(item, converter, 0, 0, GT_MINIMAL); 991 fix_generated_item (item, converter, 0, 0, GT_MINIMAL);
1124 } 992 }
1125 993
1126 if(CONV_NR(converter)) 994 if (CONV_NR (converter))
1127 item->nrof=CONV_NR(converter); 995 item->nrof = CONV_NR (converter);
1128 if(nr) 996 if (nr)
1129 item->nrof*=nr; 997 item->nrof *= nr;
1130 if(is_in_shop) 998 if (is_in_shop (converter))
1131 SET_FLAG(item,FLAG_UNPAID); 999 SET_FLAG (item, FLAG_UNPAID);
1132 else if(price_in < item->nrof*item->value) { 1000 else if (price_in < item->nrof * item->value)
1001 {
1133 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",
1134 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);
1135 item->nrof*item->value, item->name); 1004
1136 /** 1005 /**
1137 * 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
1138 * propably had something in mind when doing this 1007 * propably had something in mind when doing this
1139 */ 1008 */
1140 } 1009 }
1141 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);
1142 return 1; 1011 return 1;
1143} 1012}
1144 1013
1145/** 1014/**
1146 * Handle apply on containers. 1015 * Handle apply on containers.
1147 * By Eneq(@csd.uu.se). 1016 * By Eneq(@csd.uu.se).
1148 * 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]
1149 * added the alchemical cauldron to the code -b.t. 1018 * added the alchemical cauldron to the code -b.t.
1150 */ 1019 */
1151 1020
1021int
1152int apply_container (object *op, object *sack) 1022apply_container (object *op, object *sack)
1153{ 1023{
1154 char buf[MAX_BUF]; 1024 char buf[MAX_BUF];
1155 object *tmp; 1025 object *tmp;
1156 1026
1157 if(op->type!=PLAYER) 1027 if (op->type != PLAYER)
1158 return 0; /* This might change */ 1028 return 0; /* This might change */
1159 1029
1160 if (sack==NULL || sack->type != CONTAINER) { 1030 if (sack == NULL || sack->type != CONTAINER)
1031 {
1161 LOG (llevError, "apply_container: %s is not container!\n",sack?sack->name:"NULL"); 1032 LOG (llevError, "apply_container: %s is not container!\n", &sack->name);
1162 return 0; 1033 return 0;
1163 } 1034 }
1164 op->contr->last_used = NULL; 1035 op->contr->last_used = NULL;
1165 op->contr->last_used_id = 0; 1036 op->contr->last_used_id = 0;
1166 1037
1167 if (sack->env!=op) { 1038 if (sack->env != op)
1039 {
1168 if (sack->other_arch == NULL || sack->env != NULL) { 1040 if (sack->other_arch == NULL || sack->env != NULL)
1041 {
1169 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.");
1170 return 1; 1043 return 1;
1171 } 1044 }
1172 /* It's on the ground, the problems begin */ 1045 /* It's on the ground, the problems begin */
1173 if (op->container != sack) { 1046 if (op->container != sack)
1047 {
1174 /* it's closed OR some player has opened it */ 1048 /* it's closed OR some player has opened it */
1175 if (QUERY_FLAG(sack, FLAG_APPLIED)) { 1049 if (QUERY_FLAG (sack, FLAG_APPLIED))
1176 for(tmp=get_map_ob(sack->map, sack->x, sack->y); 1050 {
1177 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);
1178 if (tmp) { 1052 if (tmp)
1053 {
1179 /* some other player have opened it */ 1054 /* some other player have opened it */
1180 new_draw_info_format(NDI_UNIQUE, 0, op, 1055 new_draw_info_format (NDI_UNIQUE, 0, op, "%s is already occupied.", query_name (sack));
1181 "%s is already occupied.", query_name(sack)); 1056 return 1;
1182 return 1; 1057 }
1183 } 1058 }
1184 } 1059 }
1185 }
1186 if ( QUERY_FLAG(sack, FLAG_APPLIED)) {
1187 if (op->container == NULL) {
1188 tmp = arch_to_object (sack->other_arch);
1189 /* not good, but insert_ob_in_ob() is too smart */
1190 CLEAR_FLAG (tmp, FLAG_REMOVED);
1191 tmp->x= tmp->y = tmp->ox = tmp->oy = 0;
1192 tmp->map = NULL;
1193 tmp->env = sack;
1194 if (sack->inv)
1195 sack->inv->above = tmp;
1196 tmp->below = sack->inv;
1197 tmp->above = NULL;
1198 sack->inv = tmp;
1199 sack->move_off = MOVE_ALL; /* trying force closing it */
1200 } else {
1201 sack->move_off = 0;
1202 tmp = sack->inv;
1203 if (tmp && tmp->type == CLOSE_CON) {
1204 remove_ob(tmp);
1205 free_object (tmp);
1206 }
1207 }
1208 }
1209 }
1210
1211 if (QUERY_FLAG (sack, FLAG_APPLIED)) { 1060 if (QUERY_FLAG (sack, FLAG_APPLIED))
1212 if (op->container) { 1061 {
1213 if (op->container != sack) { 1062 if (op->container == NULL)
1214 tmp = op->container; 1063 {
1215 apply_container (op, tmp); 1064 tmp = arch_to_object (sack->other_arch);
1216 sprintf (buf, "You close %s and open ", query_name(tmp)); 1065 /* not good, but insert_ob_in_ob() is too smart */
1217 op->container = sack; 1066 CLEAR_FLAG (tmp, FLAG_REMOVED);
1218 strcat (buf, query_name(sack)); 1067 tmp->x = tmp->y = 0;
1219 strcat (buf, "."); 1068 tmp->map = NULL;
1220 } else { 1069 tmp->env = sack;
1221 CLEAR_FLAG (sack, FLAG_APPLIED); 1070 if (sack->inv)
1222 op->container = NULL; 1071 sack->inv->above = tmp;
1223 sprintf (buf, "You close %s.", query_name(sack)); 1072 tmp->below = sack->inv;
1073 tmp->above = NULL;
1074 sack->inv = tmp;
1075 sack->move_off = MOVE_ALL; /* trying force closing it */
1076 }
1077 else
1078 {
1079 sack->move_off = 0;
1080 tmp = sack->inv;
1081 if (tmp && tmp->type == CLOSE_CON)
1082 {
1083 remove_ob (tmp);
1084 free_object (tmp);
1085 }
1086 }
1087 }
1224 } 1088 }
1225 } else { 1089
1090 if (QUERY_FLAG (sack, FLAG_APPLIED))
1091 {
1092 if (op->container)
1093 {
1094 if (op->container != sack)
1095 {
1096 tmp = op->container;
1097 apply_container (op, tmp);
1098 sprintf (buf, "You close %s and open ", query_name (tmp));
1099 op->container = sack;
1100 strcat (buf, query_name (sack));
1101 strcat (buf, ".");
1102 }
1103 else
1104 {
1105 CLEAR_FLAG (sack, FLAG_APPLIED);
1106 op->container = NULL;
1107 sprintf (buf, "You close %s.", query_name (sack));
1108 }
1109 }
1110 else
1111 {
1226 CLEAR_FLAG (sack, FLAG_APPLIED); 1112 CLEAR_FLAG (sack, FLAG_APPLIED);
1227 sprintf (buf, "You open %s.", query_name(sack)); 1113 sprintf (buf, "You open %s.", query_name (sack));
1228 SET_FLAG (sack, FLAG_APPLIED); 1114 SET_FLAG (sack, FLAG_APPLIED);
1229 op->container = sack; 1115 op->container = sack;
1230 } 1116 }
1231 } else { /* not applied */ 1117 }
1232 if (sack->slaying) { /* it's locked */ 1118 else
1119 { /* not applied */
1120 if (sack->slaying)
1121 { /* it's locked */
1233 tmp = find_key(op, op, sack); 1122 tmp = find_key (op, op, sack);
1234 if (tmp) { 1123 if (tmp)
1124 {
1235 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));
1236 SET_FLAG (sack, FLAG_APPLIED); 1126 SET_FLAG (sack, FLAG_APPLIED);
1237 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 */
1238 new_draw_info (NDI_UNIQUE,0,op, buf); 1129 new_draw_info (NDI_UNIQUE, 0, op, buf);
1239 apply_container (op, sack); 1130 apply_container (op, sack);
1240 return 1; 1131 return 1;
1241 } 1132 }
1242 } else { 1133 }
1134 else
1135 {
1243 sprintf (buf, "You don't have the key to unlock %s.", 1136 sprintf (buf, "You don't have the key to unlock %s.", query_name (sack));
1244 query_name(sack)); 1137 }
1245 } 1138 }
1246 } else { 1139 else
1140 {
1247 sprintf (buf, "You readied %s.", query_name(sack)); 1141 sprintf (buf, "You readied %s.", query_name (sack));
1248 SET_FLAG (sack, FLAG_APPLIED); 1142 SET_FLAG (sack, FLAG_APPLIED);
1249 if (sack->env == NULL) { /* if it's on ground,open it also */ 1143 if (sack->env == NULL)
1144 { /* if it's on ground,open it also */
1250 new_draw_info (NDI_UNIQUE, 0, op, buf); 1145 new_draw_info (NDI_UNIQUE, 0, op, buf);
1251 apply_container (op, sack); 1146 apply_container (op, sack);
1252 return 1; 1147 return 1;
1148 }
1149 }
1253 } 1150 }
1254 }
1255 }
1256 new_draw_info (NDI_UNIQUE, 0, op, buf); 1151 new_draw_info (NDI_UNIQUE, 0, op, buf);
1152 if (op->contr)
1257 if (op->contr) op->contr->socket.update_look=1; 1153 op->contr->socket.update_look = 1;
1258 return 1; 1154 return 1;
1259} 1155}
1260 1156
1261/** 1157/**
1262 * 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
1263 * the player has in their inventory, eg, sacks, luggages, etc. 1159 * the player has in their inventory, eg, sacks, luggages, etc.
1270 * Reminder - there are three states for any container - closed (non applied), 1166 * Reminder - there are three states for any container - closed (non applied),
1271 * 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
1272 * (applied flag set, and op->container points to the open container) 1168 * (applied flag set, and op->container points to the open container)
1273 */ 1169 */
1274 1170
1171int
1275int esrv_apply_container (object *op, object *sack) 1172esrv_apply_container (object *op, object *sack)
1276{ 1173{
1277 object *tmp=op->container; 1174 object *tmp = op->container;
1175
1278 if(op->type!=PLAYER) 1176 if (op->type != PLAYER)
1279 return 0; /* This might change */ 1177 return 0; /* This might change */
1280 1178
1281 if (sack==NULL || sack->type != CONTAINER) { 1179 if (sack == NULL || sack->type != CONTAINER)
1282 LOG (llevError,
1283 "esrv_apply_container: %s is not container!\n",sack?sack->name:"NULL");
1284 return 0;
1285 } 1180 {
1181 LOG (llevError, "esrv_apply_container: %s is not container!\n", &sack->name);
1182 return 0;
1183 }
1286 1184
1287 /* 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
1288 * 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
1289 * openening the new container. 1187 * openening the new container.
1290 */ 1188 */
1291 1189
1292 if (op->container && QUERY_FLAG(sack, FLAG_APPLIED)) { 1190 if (op->container && QUERY_FLAG (sack, FLAG_APPLIED))
1293 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 */
1294 op->container->move_off = 0; 1194 op->container->move_off = 0;
1295 } 1195 }
1296 /* Lauwenmark: Handle for plugin close event */ 1196
1297 if (execute_event(tmp, EVENT_CLOSE,op,NULL,NULL,SCRIPT_FIX_ALL)!=0) 1197 if (INVOKE_OBJECT (CLOSE, tmp, ARG_OBJECT (op)))
1298 return 1; 1198 return 1;
1299 1199
1300 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));
1301 query_name(op->container));
1302 CLEAR_FLAG(op->container, FLAG_APPLIED); 1201 CLEAR_FLAG (op->container, FLAG_APPLIED);
1303 op->container=NULL; 1202 op->container = NULL;
1304 esrv_update_item (UPD_FLAGS, op, tmp); 1203 esrv_update_item (UPD_FLAGS, op, tmp);
1305 if (tmp == sack) return 1; 1204 if (tmp == sack)
1205 return 1;
1306 } 1206 }
1307 1207
1308 1208
1309 /* 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),
1310 * 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.
1311 */ 1211 */
1312 1212
1313 if (sack->slaying) { /* it's locked */ 1213 if (sack->slaying)
1214 { /* it's locked */
1314 tmp=find_key(op, op, sack); 1215 tmp = find_key (op, op, sack);
1315 if (tmp) { 1216 if (tmp)
1217 {
1316 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));
1317 } else {
1318 new_draw_info_format(NDI_UNIQUE, 0, op, "You don't have the key to unlock %s.",
1319 query_name(sack));
1320 return 0;
1321 } 1219 }
1220 else
1221 {
1222 new_draw_info_format (NDI_UNIQUE, 0, op, "You don't have the key to unlock %s.", query_name (sack));
1223 return 0;
1224 }
1322 } 1225 }
1323 1226
1324 /* 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
1325 * 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.
1326 */ 1229 */
1327 1230
1328 /* 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
1329 * 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
1330 * 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.
1331 */ 1234 */
1332 1235
1333 1236
1334 if (sack->env != op) { 1237 if (sack->env != op)
1238 {
1335 /* 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
1336 * 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
1337 * try to do it, so lets handle it gracefully. 1241 * try to do it, so lets handle it gracefully.
1338 */ 1242 */
1339 if (sack->env) { 1243 if (sack->env)
1244 {
1340 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));
1341 query_name(sack));
1342 return 0; 1246 return 0;
1343 } 1247 }
1344 /* 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 */
1345 sack->move_off = MOVE_ALL; /* trying force closing it */ 1249 sack->move_off = MOVE_ALL; /* trying force closing it */
1346 1250
1347 CLEAR_FLAG (sack, FLAG_APPLIED);
1348 new_draw_info_format(NDI_UNIQUE, 0, op, "You open %s.", query_name(sack));
1349 SET_FLAG (sack, FLAG_APPLIED);
1350 op->container = sack;
1351 esrv_update_item (UPD_FLAGS, op, sack);
1352 esrv_send_inventory (op, sack);
1353
1354 } else { /* sack is in players inventory */
1355 if (QUERY_FLAG (sack, FLAG_APPLIED)) { /* readied sack becoming open */
1356 CLEAR_FLAG (sack, FLAG_APPLIED); 1251 CLEAR_FLAG (sack, FLAG_APPLIED);
1357 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));
1358 SET_FLAG (sack, FLAG_APPLIED); 1253 SET_FLAG (sack, FLAG_APPLIED);
1359 op->container = sack; 1254 op->container = sack;
1360 esrv_update_item (UPD_FLAGS, op, sack); 1255 esrv_update_item (UPD_FLAGS, op, sack);
1361 esrv_send_inventory (op, sack); 1256 esrv_send_inventory (op, sack);
1362 } 1257
1363 else { 1258 }
1259 else
1260 { /* sack is in players inventory */
1261 if (QUERY_FLAG (sack, FLAG_APPLIED))
1262 { /* readied sack becoming open */
1364 CLEAR_FLAG (sack, FLAG_APPLIED); 1263 CLEAR_FLAG (sack, FLAG_APPLIED);
1264 new_draw_info_format (NDI_UNIQUE, 0, op, "You open %s.", query_name (sack));
1265 SET_FLAG (sack, FLAG_APPLIED);
1266 op->container = sack;
1267 esrv_update_item (UPD_FLAGS, op, sack);
1268 esrv_send_inventory (op, sack);
1269 }
1270 else
1271 {
1272 CLEAR_FLAG (sack, FLAG_APPLIED);
1365 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));
1366 SET_FLAG (sack, FLAG_APPLIED); 1274 SET_FLAG (sack, FLAG_APPLIED);
1367 esrv_update_item (UPD_FLAGS, op, sack); 1275 esrv_update_item (UPD_FLAGS, op, sack);
1368 } 1276 }
1369 } 1277 }
1370 return 1; 1278 return 1;
1371} 1279}
1372 1280
1373 1281
1374/** 1282/**
1375 * Handles dropping things on altar. 1283 * Handles dropping things on altar.
1376 * Returns true if sacrifice was accepted. 1284 * Returns true if sacrifice was accepted.
1377 */ 1285 */
1286static int
1378static int apply_altar (object *altar, object *sacrifice, object *originator) 1287apply_altar (object *altar, object *sacrifice, object *originator)
1379{ 1288{
1380 /* Only players can make sacrifices on spell casting altars. */ 1289 /* Only players can make sacrifices on spell casting altars. */
1381 if (altar->inv && ( ! originator || originator->type != PLAYER)) 1290 if (altar->inv && (!originator || originator->type != PLAYER))
1382 return 0; 1291 return 0;
1383 1292
1384 if (operate_altar (altar, &sacrifice)) { 1293 if (operate_altar (altar, &sacrifice))
1294 {
1385 /* Simple check. Unfortunately, it means you can't cast magic bullet 1295 /* Simple check. Unfortunately, it means you can't cast magic bullet
1386 * 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
1387 * is up to map designers to use them properly. 1297 * is up to map designers to use them properly.
1388 */ 1298 */
1389 if (altar->inv && altar->inv->type==SPELL) { 1299 if (altar->inv && altar->inv->type == SPELL)
1300 {
1390 new_draw_info_format (NDI_BLACK, 0, originator, "The altar casts %s.", 1301 new_draw_info_format (NDI_BLACK, 0, originator, "The altar casts %s.", &altar->inv->name);
1391 altar->inv->name);
1392 cast_spell (originator, altar, 0, altar->inv, NULL); 1302 cast_spell (originator, altar, 0, altar->inv, NULL);
1393 /* If it is connected, push the button. Fixes some problems with 1303 /* If it is connected, push the button. Fixes some problems with
1394 * old maps. 1304 * old maps.
1395 */ 1305 */
1306
1396/* push_button (altar);*/ 1307/* push_button (altar);*/
1397 } else { 1308 }
1309 else
1310 {
1398 altar->value = 1; /* works only once */ 1311 altar->value = 1; /* works only once */
1399 push_button (altar); 1312 push_button (altar);
1400 } 1313 }
1401 return sacrifice == NULL; 1314
1402 } else { 1315 return !sacrifice;
1316 }
1317 else
1403 return 0; 1318 return 0;
1404 }
1405} 1319}
1406
1407 1320
1408/** 1321/**
1409 * Handles 'movement' of shop mats. 1322 * Handles 'movement' of shop mats.
1410 * Returns 1 if 'op' was destroyed, 0 if not. 1323 * Returns 1 if 'op' was destroyed, 0 if not.
1411 * Largely re-written to not use nearly as many gotos, plus 1324 * Largely re-written to not use nearly as many gotos, plus
1412 * some of this code just looked plain out of date. 1325 * some of this code just looked plain out of date.
1413 * MSW 2001-08-29 1326 * MSW 2001-08-29
1414 */ 1327 */
1328int
1415int apply_shop_mat (object *shop_mat, object *op) 1329apply_shop_mat (object *shop_mat, object *op)
1416{ 1330{
1417 int rv = 0; 1331 int rv = 0;
1418 double opinion; 1332 double opinion;
1419 object *tmp, *next; 1333 object *tmp, *next;
1420 1334
1421 SET_FLAG (op,FLAG_NO_APPLY); /* prevent loops */ 1335 SET_FLAG (op, FLAG_NO_APPLY); /* prevent loops */
1422 1336
1423 if (op->type != PLAYER) { 1337 if (op->type != PLAYER)
1338 {
1424 /* Remove all the unpaid objects that may be carried here. 1339 /* Remove all the unpaid objects that may be carried here.
1425 * This could be pets or monsters that are somehow in 1340 * This could be pets or monsters that are somehow in
1426 * the shop. 1341 * the shop.
1427 */ 1342 */
1428 for (tmp=op->inv; tmp; tmp=next) { 1343 for (tmp = op->inv; tmp; tmp = next)
1344 {
1429 next = tmp->below; 1345 next = tmp->below;
1346
1430 if (QUERY_FLAG(tmp, FLAG_UNPAID)) { 1347 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1348 {
1431 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);
1432 1350
1433 remove_ob(tmp); 1351 remove_ob (tmp);
1434 if (i==-1) i=0; 1352
1435 tmp->map = op->map; 1353 if (i == -1)
1354 i = 0;
1355
1356 tmp->map = op->map;
1436 tmp->x = op->x + freearr_x[i]; 1357 tmp->x = op->x + freearr_x[i];
1437 tmp->y = op->y + freearr_y[i]; 1358 tmp->y = op->y + freearr_y[i];
1438 insert_ob_in_map(tmp, op->map, op, 0); 1359 insert_ob_in_map (tmp, op->map, op, 0);
1439 } 1360 }
1440 } 1361 }
1441 1362
1442 /* Don't teleport things like spell effects */ 1363 /* Don't teleport things like spell effects */
1443 if (QUERY_FLAG(op, FLAG_NO_PICK)) return 0; 1364 if (QUERY_FLAG (op, FLAG_NO_PICK))
1365 return 0;
1444 1366
1445 /* unpaid objects, or non living objects, can't transfer by 1367 /* unpaid objects, or non living objects, can't transfer by
1446 * shop mats. Instead, put it on a nearby space. 1368 * shop mats. Instead, put it on a nearby space.
1447 */ 1369 */
1448 if (QUERY_FLAG(op, FLAG_UNPAID) || !QUERY_FLAG(op, FLAG_ALIVE)) { 1370 if (QUERY_FLAG (op, FLAG_UNPAID) || !QUERY_FLAG (op, FLAG_ALIVE))
1371 {
1449 1372
1450 /* Somebody dropped an unpaid item, just move to an adjacent place. */ 1373 /* Somebody dropped an unpaid item, just move to an adjacent place. */
1374 int i = find_free_spot (op, op->map, op->x, op->y, 1, 9);
1375
1376 if (i != -1)
1377 rv = transfer_ob (op, op->x + freearr_x[i], op->y + freearr_y[i], 0, shop_mat);
1378
1379 return 0;
1380 }
1381 /* Removed code that checked for multipart objects - it appears that
1382 * the teleport function should be able to handle this just fine.
1383 */
1384 rv = teleport (shop_mat, SHOP_MAT, op);
1385 }
1386 else if (can_pay (op) && get_payment (op))
1387 {
1388 /* this is only used for players */
1389 rv = teleport (shop_mat, SHOP_MAT, op);
1390
1391 if (shop_mat->msg)
1392 new_draw_info (NDI_UNIQUE, 0, op, shop_mat->msg);
1393 /* This check below is a bit simplistic - generally it should be correct,
1394 * but there is never a guarantee that the bottom space on the map is
1395 * actually the shop floor.
1396 */
1397 else if (!rv && !is_in_shop (op))
1398 {
1399 opinion = shopkeeper_approval (op->map, op);
1400
1401 if (opinion > 0.9)
1402 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper gives you a friendly wave.");
1403 else if (opinion > 0.75)
1404 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper waves to you.");
1405 else if (opinion > 0.5)
1406 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper ignores you.");
1407 else
1408 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper glares at you with contempt.");
1409 }
1410 }
1411 else
1412 {
1413 /* if we get here, a player tried to leave a shop but was not able
1414 * to afford the items he has. We try to move the player so that
1415 * they are not on the mat anymore
1416 */
1451 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
1452 if (i != -1) { 1419 if (i == -1)
1453 rv = transfer_ob (op, op->x + freearr_x[i], op->y + freearr_y[i], 0, 1420 {
1454 shop_mat);
1455 }
1456 return 0;
1457 }
1458 /* Removed code that checked for multipart objects - it appears that
1459 * the teleport function should be able to handle this just fine.
1460 */
1461 rv = teleport (shop_mat, SHOP_MAT, op);
1462 }
1463 /* immediate block below is only used for players */
1464 else if (can_pay(op)) {
1465 get_payment (op, op->inv);
1466 rv = teleport (shop_mat, SHOP_MAT, op);
1467 if (shop_mat->msg) {
1468 new_draw_info (NDI_UNIQUE, 0, op, shop_mat->msg);
1469 }
1470 /* This check below is a bit simplistic - generally it should be correct,
1471 * but there is never a guarantee that the bottom space on the map is
1472 * actually the shop floor.
1473 */
1474 else if ( ! rv && (tmp = get_map_ob (op->map, op->x, op->y)) != NULL
1475 && tmp->type != SHOP_FLOOR) {
1476 opinion = shopkeeper_approval(op->map, op);
1477 if ( opinion > 0.9)
1478 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper gives you a friendly wave.");
1479 else if ( opinion > 0.75)
1480 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper waves to you.");
1481 else if ( opinion > 0.5)
1482 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper ignores you.");
1483 else
1484 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper glares at you with contempt.");
1485 }
1486 }
1487 else {
1488 /* if we get here, a player tried to leave a shop but was not able
1489 * to afford the items he has. We try to move the player so that
1490 * they are not on the mat anymore
1491 */
1492
1493 int i = find_free_spot (op, op->map, op->x, op->y, 1, 9);
1494 if(i == -1) {
1495 LOG (llevError, "Internal shop-mat problem.\n"); 1421 LOG (llevError, "Internal shop-mat problem.\n");
1496 } else { 1422 }
1423 else
1424 {
1497 remove_ob (op); 1425 remove_ob (op);
1498 op->x += freearr_x[i]; 1426 op->x += freearr_x[i];
1499 op->y += freearr_y[i]; 1427 op->y += freearr_y[i];
1500 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;
1501 } 1429 }
1502 } 1430 }
1431
1503 CLEAR_FLAG (op, FLAG_NO_APPLY); 1432 CLEAR_FLAG (op, FLAG_NO_APPLY);
1504 return rv; 1433 return rv;
1505} 1434}
1506 1435
1507/** 1436/**
1508 * Handles applying a sign. 1437 * Handles applying a sign.
1509 */ 1438 */
1439static void
1510static void apply_sign (object *op, object *sign, int autoapply) 1440apply_sign (object *op, object *sign, int autoapply)
1511{ 1441{
1512 readable_message_type* msgType; 1442 readable_message_type *msgType;
1513 char newbuf[HUGE_BUF]; 1443 char newbuf[HUGE_BUF];
1444
1514 if (sign->msg == NULL) { 1445 if (sign->msg == NULL)
1446 {
1515 new_draw_info (NDI_UNIQUE, 0, op, "Nothing is written on it."); 1447 new_draw_info (NDI_UNIQUE, 0, op, "Nothing is written on it.");
1448 return;
1449 }
1450
1451 if (sign->stats.food)
1452 {
1453 if (sign->last_eat >= sign->stats.food)
1454 {
1455 if (!sign->move_on)
1456 new_draw_info (NDI_UNIQUE, 0, op, "You cannot read it anymore.");
1516 return; 1457 return;
1517 } 1458 }
1518 1459
1519 if (sign->stats.food) {
1520 if (sign->last_eat >= sign->stats.food) {
1521 if (!sign->move_on)
1522 new_draw_info (NDI_UNIQUE, 0, op, "You cannot read it anymore.");
1523 return;
1524 }
1525
1526 if (!QUERY_FLAG(op, FLAG_WIZPASS)) 1460 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1527 sign->last_eat++; 1461 sign->last_eat++;
1528 } 1462 }
1529 1463
1530 /* 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?
1531 * 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
1532 * 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
1533 * to us). 1467 * to us).
1534 */ 1468 */
1535 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)
1536 new_draw_info (NDI_UNIQUE, 0, op, 1470 {
1537 "You are unable to read while blind."); 1471 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind.");
1538 return; 1472 return;
1539 } 1473 }
1540 msgType=get_readable_message_type(sign); 1474 msgType = get_readable_message_type (sign);
1541 snprintf(newbuf,sizeof(newbuf),"%hhu %s", autoapply?1:0,sign->msg); 1475 snprintf (newbuf, sizeof (newbuf), "%hhu %s", autoapply ? 1 : 0, &sign->msg);
1542 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);
1543} 1477}
1544
1545 1478
1546/** 1479/**
1547 * 'victim' moves onto 'trap' 1480 * 'victim' moves onto 'trap'
1548 * 'victim' leaves 'trap' 1481 * 'victim' leaves 'trap'
1549 * effect is determined by move_on/move_off of trap and move_type of victime. 1482 * effect is determined by move_on/move_off of trap and move_type of victime.
1550 * 1483 *
1551 * originator: Player, monster or other object that caused 'victim' to move 1484 * originator: Player, monster or other object that caused 'victim' to move
1552 * 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.
1553 * However, some types of traps require an originator to function. 1486 * However, some types of traps require an originator to function.
1554 */ 1487 */
1488void
1555void move_apply (object *trap, object *victim, object *originator) 1489move_apply (object *trap, object *victim, object *originator)
1556{ 1490{
1557 static int recursion_depth = 0; 1491 static int recursion_depth = 0;
1558 1492
1559 /* Only exits affect DMs. */ 1493 /* Only exits affect DMs. */
1560 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)
1561 return; 1495 return;
1562 1496
1563 /* move_apply() is the most likely candidate for causing unwanted and 1497 /* move_apply() is the most likely candidate for causing unwanted and
1564 * possibly unlimited recursion. 1498 * possibly unlimited recursion.
1565 */ 1499 */
1567 * maps to fail. 1) it's not an error to recurse: 1501 * maps to fail. 1) it's not an error to recurse:
1568 * rune detonates, summoning monster. monster lands on nearby rune. 1502 * rune detonates, summoning monster. monster lands on nearby rune.
1569 * nearby rune detonates. This sort of recursion is expected and 1503 * nearby rune detonates. This sort of recursion is expected and
1570 * proper. This code was causing needless crashes. 1504 * proper. This code was causing needless crashes.
1571 */ 1505 */
1572 if (recursion_depth >= 500) { 1506 if (recursion_depth >= 500)
1507 {
1573 LOG (llevDebug, "WARNING: move_apply(): aborting recursion " 1508 LOG (llevDebug, "WARNING: move_apply(): aborting recursion "
1574 "[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);
1575 trap->arch->name, trap->name, victim->arch->name, victim->name); 1510 return;
1576 return;
1577 } 1511 }
1578 recursion_depth++; 1512 recursion_depth++;
1579 if (trap->head) trap=trap->head; 1513 if (trap->head)
1514 trap = trap->head;
1580 1515
1581 /* Lauwenmark: Handle for plugin trigger event */ 1516 if (INVOKE_OBJECT (MOVE_TRIGGER, trap, ARG_OBJECT (victim), ARG_OBJECT (originator)))
1582 if (execute_event(trap, EVENT_TRIGGER,originator,victim,NULL,SCRIPT_FIX_ALL)!=0) 1517 goto leave;
1518
1519 switch (trap->type)
1520 {
1521 case PLAYERMOVER:
1522 if (trap->attacktype && (trap->level || victim->type != PLAYER) && !should_director_abort (trap, victim))
1523 {
1524 if (!trap->stats.maxsp)
1525 trap->stats.maxsp = 2;
1526
1527 /* Is this correct? From the docs, it doesn't look like it
1528 * should be divided by trap->speed
1529 */
1530 victim->speed_left = -FABS (trap->stats.maxsp * victim->speed / trap->speed);
1531
1532 /* Just put in some sanity check. I think there is a bug in the
1533 * above with some objects have zero speed, and thus the player
1534 * getting permanently paralyzed.
1535 */
1536 if (victim->speed_left < -50.0)
1537 victim->speed_left = -50.0;
1538 /* LOG(llevDebug, "apply, playermove, player speed_left=%f\n", victim->speed_left); */
1539 }
1583 goto leave; 1540 goto leave;
1584 1541
1585 switch (trap->type) {
1586 case PLAYERMOVER:
1587 if (trap->attacktype && (trap->level || victim->type!=PLAYER) &&
1588 !should_director_abort(trap, victim)) {
1589 if (!trap->stats.maxsp) trap->stats.maxsp=2;
1590
1591 /* Is this correct? From the docs, it doesn't look like it
1592 * should be divided by trap->speed
1593 */
1594 victim->speed_left = -FABS(trap->stats.maxsp*victim->speed/trap->speed);
1595
1596 /* Just put in some sanity check. I think there is a bug in the
1597 * above with some objects have zero speed, and thus the player
1598 * getting permanently paralyzed.
1599 */
1600 if (victim->speed_left<-50.0) victim->speed_left=-50.0;
1601 /* LOG(llevDebug, "apply, playermove, player speed_left=%f\n", victim->speed_left);*/
1602 }
1603 goto leave;
1604
1605 case SPINNER: 1542 case SPINNER:
1606 if(victim->direction) { 1543 if (victim->direction)
1544 {
1607 victim->direction=absdir(victim->direction-trap->stats.sp); 1545 victim->direction = absdir (victim->direction - trap->stats.sp);
1608 update_turn_face(victim); 1546 update_turn_face (victim);
1609 } 1547 }
1610 goto leave; 1548 goto leave;
1611 1549
1612 case DIRECTOR: 1550 case DIRECTOR:
1613 if(victim->direction && !should_director_abort(trap, victim)) { 1551 if (victim->direction && !should_director_abort (trap, victim))
1552 {
1614 victim->direction=trap->stats.sp; 1553 victim->direction = trap->stats.sp;
1615 update_turn_face(victim); 1554 update_turn_face (victim);
1616 } 1555 }
1617 goto leave; 1556 goto leave;
1618 1557
1619 case BUTTON: 1558 case BUTTON:
1620 case PEDESTAL: 1559 case PEDESTAL:
1621 update_button(trap); 1560 update_button (trap);
1622 goto leave; 1561 goto leave;
1623 1562
1624 case ALTAR: 1563 case ALTAR:
1625 /* sacrifice victim on trap */ 1564 /* sacrifice victim on trap */
1626 apply_altar (trap, victim, originator); 1565 apply_altar (trap, victim, originator);
1627 goto leave; 1566 goto leave;
1628 1567
1629 case THROWN_OBJ: 1568 case THROWN_OBJ:
1630 if (trap->inv == NULL) 1569 if (trap->inv == NULL)
1631 goto leave; 1570 goto leave;
1632 /* fallthrough */ 1571 /* fallthrough */
1633 1572
1634 case ARROW: 1573 case ARROW:
1635
1636 /* bad bug: monster throw a object, make a step forwards, step on object , 1574 /* bad bug: monster throw a object, make a step forwards, step on object ,
1637 * trigger this here and get hit by own missile - and will be own enemy. 1575 * trigger this here and get hit by own missile - and will be own enemy.
1638 * Victim then is his own enemy and will start to kill herself (this is 1576 * Victim then is his own enemy and will start to kill herself (this is
1639 * removed) but we have not synced victim and his missile. To avoid senseless 1577 * removed) but we have not synced victim and his missile. To avoid senseless
1640 * action, we avoid hits here 1578 * action, we avoid hits here
1641 */ 1579 */
1642 if ((QUERY_FLAG (victim, FLAG_ALIVE) && trap->speed) && trap->owner != victim) 1580 if ((QUERY_FLAG (victim, FLAG_ALIVE) && trap->speed) && trap->owner != victim)
1643 hit_with_arrow (trap, victim); 1581 hit_with_arrow (trap, victim);
1644 goto leave; 1582 goto leave;
1645 1583
1646 case SPELL_EFFECT: 1584 case SPELL_EFFECT:
1647 apply_spell_effect(trap, victim); 1585 apply_spell_effect (trap, victim);
1648 goto leave; 1586 goto leave;
1649 1587
1650 case TRAPDOOR: 1588 case TRAPDOOR:
1651 { 1589 {
1652 int max, sound_was_played; 1590 int max, sound_was_played;
1653 object *ab, *ab_next; 1591 object *ab, *ab_next;
1592
1654 if(!trap->value) { 1593 if (!trap->value)
1655 int tot; 1594 {
1595 int tot;
1596
1656 for(ab=trap->above,tot=0;ab!=NULL;ab=ab->above) 1597 for (ab = trap->above, tot = 0; ab != NULL; ab = ab->above)
1657 if ((ab->move_type && trap->move_on) || ab->move_type==0) 1598 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
1658 tot += (ab->nrof ? ab->nrof : 1) * ab->weight + ab->carrying; 1599 tot += (ab->nrof ? ab->nrof : 1) * ab->weight + ab->carrying;
1659 1600
1660 if(!(trap->value=(tot>trap->weight)?1:0)) 1601 if (!(trap->value = (tot > trap->weight) ? 1 : 0))
1661 goto leave; 1602 goto leave;
1662 1603
1663 SET_ANIMATION(trap, trap->value); 1604 SET_ANIMATION (trap, trap->value);
1664 update_object(trap,UP_OBJ_FACE); 1605 update_object (trap, UP_OBJ_FACE);
1665 } 1606 }
1666 1607
1667 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 {
1668 /* 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,
1669 * ab->above would be bogus 1611 * ab->above would be bogus
1670 */ 1612 */
1671 ab_next = ab->above; 1613 ab_next = ab->above;
1672 1614
1673 if ((ab->move_type && trap->move_on) || ab->move_type==0) { 1615 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
1674 if ( ! sound_was_played) { 1616 {
1617 if (!sound_was_played)
1618 {
1675 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);
1676 sound_was_played = 1; 1620 sound_was_played = 1;
1677 } 1621 }
1678 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!");
1679 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);
1680 } 1624 }
1681 } 1625 }
1682 goto leave; 1626 goto leave;
1683 } 1627 }
1684 1628
1685 1629
1686 case CONVERTER: 1630 case CONVERTER:
1687 if (convert_item (victim, trap) < 0) { 1631 if (convert_item (victim, trap) < 0)
1688 object *op; 1632 {
1633 object *op;
1689 1634
1690 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));
1691 1636
1692 op = get_archetype("burnout"); 1637 op = get_archetype ("burnout");
1693 if (op != NULL) { 1638 if (op != NULL)
1694 op->x = trap->x; 1639 {
1695 op->y = trap->y; 1640 op->x = trap->x;
1641 op->y = trap->y;
1696 insert_ob_in_map(op, trap->map, trap, 0); 1642 insert_ob_in_map (op, trap->map, trap, 0);
1697 } 1643 }
1698 } 1644 }
1699 goto leave; 1645 goto leave;
1700 1646
1701 case TRIGGER_BUTTON: 1647 case TRIGGER_BUTTON:
1702 case TRIGGER_PEDESTAL: 1648 case TRIGGER_PEDESTAL:
1703 case TRIGGER_ALTAR: 1649 case TRIGGER_ALTAR:
1704 check_trigger (trap, victim); 1650 check_trigger (trap, victim);
1705 goto leave; 1651 goto leave;
1706 1652
1707 case DEEP_SWAMP: 1653 case DEEP_SWAMP:
1708 walk_on_deep_swamp (trap, victim); 1654 walk_on_deep_swamp (trap, victim);
1709 goto leave; 1655 goto leave;
1710 1656
1711 case CHECK_INV: 1657 case CHECK_INV:
1712 check_inv (victim, trap); 1658 check_inv (victim, trap);
1713 goto leave; 1659 goto leave;
1714 1660
1715 case HOLE: 1661 case HOLE:
1716 /* Hole not open? */ 1662 /* Hole not open? */
1717 if(trap->stats.wc > 0) 1663 if (trap->stats.wc > 0)
1718 goto leave; 1664 goto leave;
1719 1665
1720 /* 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.
1721 * Processing will happen if the head runs into the pit 1667 * Processing will happen if the head runs into the pit
1722 */ 1668 */
1723 if (victim->head) 1669 if (victim->head)
1724 goto leave; 1670 goto leave;
1725 1671
1726 play_sound_map (victim->map, victim->x, victim->y, SOUND_FALL_HOLE); 1672 play_sound_map (victim->map, victim->x, victim->y, SOUND_FALL_HOLE);
1727 new_draw_info (NDI_UNIQUE, 0, victim, "You fall through the hole!\n"); 1673 new_draw_info (NDI_UNIQUE, 0, victim, "You fall through the hole!\n");
1728 transfer_ob (victim, EXIT_X (trap), EXIT_Y (trap), 1, victim); 1674 transfer_ob (victim, EXIT_X (trap), EXIT_Y (trap), 1, victim);
1729 goto leave; 1675 goto leave;
1730 1676
1731 case EXIT: 1677 case EXIT:
1732 if (victim->type == PLAYER && EXIT_PATH (trap)) { 1678 if (victim->type == PLAYER && EXIT_PATH (trap))
1679 {
1733 /* Basically, don't show exits leading to random maps the 1680 /* Basically, don't show exits leading to random maps the
1734 * players output. 1681 * players output.
1735 */ 1682 */
1736 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))
1737 new_draw_info (NDI_NAVY, 0, victim, trap->msg); 1684 new_draw_info (NDI_NAVY, 0, victim, trap->msg);
1738 enter_exit (victim, trap); 1685 enter_exit (victim, trap);
1739 } 1686 }
1740 goto leave; 1687 goto leave;
1741 1688
1742 case ENCOUNTER: 1689 case ENCOUNTER:
1743 /* may be some leftovers on this */ 1690 /* may be some leftovers on this */
1744 goto leave; 1691 goto leave;
1745 1692
1746 case SHOP_MAT: 1693 case SHOP_MAT:
1747 apply_shop_mat (trap, victim); 1694 apply_shop_mat (trap, victim);
1748 goto leave; 1695 goto leave;
1749 1696
1750 /* Drop a certain amount of gold, and have one item identified */ 1697 /* Drop a certain amount of gold, and have one item identified */
1751 case IDENTIFY_ALTAR: 1698 case IDENTIFY_ALTAR:
1752 apply_id_altar (victim, trap, originator); 1699 apply_id_altar (victim, trap, originator);
1753 goto leave; 1700 goto leave;
1754 1701
1755 case SIGN: 1702 case SIGN:
1756 if (victim->type != PLAYER && trap->stats.food > 0) 1703 if (victim->type != PLAYER && trap->stats.food > 0)
1757 goto leave; /* monsters musn't apply magic_mouths with counters */ 1704 goto leave; /* monsters musn't apply magic_mouths with counters */
1758 1705
1759 apply_sign (victim, trap, 1); 1706 apply_sign (victim, trap, 1);
1760 goto leave; 1707 goto leave;
1761 1708
1762 case CONTAINER: 1709 case CONTAINER:
1763 if (victim->type==PLAYER) 1710 if (victim->type == PLAYER)
1764 (void) esrv_apply_container (victim, trap); 1711 (void) esrv_apply_container (victim, trap);
1765 else 1712 else
1766 (void) apply_container (victim, trap); 1713 (void) apply_container (victim, trap);
1767 goto leave; 1714 goto leave;
1768 1715
1769 case RUNE: 1716 case RUNE:
1770 case TRAP: 1717 case TRAP:
1771 if (trap->level && QUERY_FLAG (victim, FLAG_ALIVE)) { 1718 if (trap->level && QUERY_FLAG (victim, FLAG_ALIVE))
1719 {
1772 spring_trap(trap, victim); 1720 spring_trap (trap, victim);
1773 } 1721 }
1774 goto leave; 1722 goto leave;
1775 1723
1776 default: 1724 default:
1777 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 "
1778 "handled in move_apply()\n", trap->name, trap->arch->name, 1726 "handled in move_apply()\n", &trap->name, &trap->arch->name, trap->type);
1779 trap->type);
1780 goto leave; 1727 goto leave;
1781 } 1728 }
1782 1729
1783 leave: 1730leave:
1784 recursion_depth--; 1731 recursion_depth--;
1785} 1732}
1786 1733
1787/** 1734/**
1788 * Handles reading a regular (ie not containing a spell) book. 1735 * Handles reading a regular (ie not containing a spell) book.
1789 */ 1736 */
1737static void
1790static void apply_book (object *op, object *tmp) 1738apply_book (object *op, object *tmp)
1791{ 1739{
1792 int lev_diff; 1740 int lev_diff;
1793 object *skill_ob; 1741 object *skill_ob;
1794 1742
1795 if(QUERY_FLAG(op, FLAG_BLIND)&&!QUERY_FLAG(op,FLAG_WIZ)) { 1743 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1744 {
1796 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.");
1797 return; 1746 return;
1798 } 1747 }
1799 if(tmp->msg==NULL) { 1748 if (tmp->msg == NULL)
1800 new_draw_info_format(NDI_UNIQUE, 0, op, 1749 {
1801 "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);
1802 return; 1751 return;
1803 } 1752 }
1804 1753
1805 /* need a literacy skill to read stuff! */ 1754 /* need a literacy skill to read stuff! */
1806 skill_ob = find_skill_by_name(op, tmp->skill); 1755 skill_ob = find_skill_by_name (op, tmp->skill);
1807 if ( ! skill_ob) { 1756 if (!skill_ob)
1808 new_draw_info(NDI_UNIQUE, 0,op,
1809 "You are unable to decipher the strange symbols.");
1810 return;
1811 } 1757 {
1758 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to decipher the strange symbols.");
1759 return;
1760 }
1812 lev_diff = tmp->level - (skill_ob->level + 5); 1761 lev_diff = tmp->level - (skill_ob->level + 5);
1813 if ( ! QUERY_FLAG (op, FLAG_WIZ) && lev_diff > 0) { 1762 if (!QUERY_FLAG (op, FLAG_WIZ) && lev_diff > 0)
1763 {
1814 if (lev_diff < 2) 1764 if (lev_diff < 2)
1815 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.");
1816 else if (lev_diff < 3) 1766 else if (lev_diff < 3)
1817 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.");
1818 else if (lev_diff < 5) 1768 else if (lev_diff < 5)
1819 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.");
1820 else if (lev_diff < 8) 1770 else if (lev_diff < 8)
1821 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.");
1822 else if (lev_diff < 15) 1772 else if (lev_diff < 15)
1823 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.");
1824 else 1774 else
1825 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.");
1826 return; 1776 return;
1827 } 1777 }
1828 1778
1829 readable_message_type* msgType = get_readable_message_type(tmp); 1779 readable_message_type *msgType = get_readable_message_type (tmp);
1780
1830 draw_ext_info_format(NDI_UNIQUE | NDI_NAVY, 0, op, 1781 draw_ext_info_format (NDI_UNIQUE | NDI_NAVY, 0, op,
1831 msgType->message_type, msgType->message_subtype, 1782 msgType->message_type, msgType->message_subtype,
1832 "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);
1833 "%s\n%s",
1834 long_desc(tmp,op), tmp->msg);
1835 1784
1836 /* gain xp from reading */ 1785 /* gain xp from reading */
1837 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 */
1838 int exp_gain=calc_skill_exp(op,tmp, skill_ob); 1788 int exp_gain = calc_skill_exp (op, tmp, skill_ob);
1789
1839 if(!QUERY_FLAG(tmp,FLAG_IDENTIFIED)) { 1790 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1791 {
1840 /*exp_gain *= 2; because they just identified it too */ 1792 /*exp_gain *= 2; because they just identified it too */
1841 SET_FLAG(tmp,FLAG_IDENTIFIED); 1793 SET_FLAG (tmp, FLAG_IDENTIFIED);
1842 /* If in a container, update how it looks */ 1794 /* If in a container, update how it looks */
1795 if (tmp->env)
1843 if(tmp->env) esrv_update_item(UPD_FLAGS|UPD_NAME, op,tmp); 1796 esrv_update_item (UPD_FLAGS | UPD_NAME, op, tmp);
1797 else
1844 else op->contr->socket.update_look=1; 1798 op->contr->socket.update_look = 1;
1845 } 1799 }
1846 change_exp(op,exp_gain, skill_ob->skill, 0); 1800 change_exp (op, exp_gain, skill_ob->skill, 0);
1847 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 */
1848 } 1802 }
1849} 1803}
1850 1804
1851/** 1805/**
1852 * Handles the applying of a skill scroll, calling learn_skill straight. 1806 * Handles the applying of a skill scroll, calling learn_skill straight.
1853 * 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
1854 */ 1808 */
1809static void
1855static void apply_skillscroll (object *op, object *tmp) 1810apply_skillscroll (object *op, object *tmp)
1856{ 1811{
1857 switch ((int) learn_skill (op, tmp)) { 1812 switch ((int) learn_skill (op, tmp))
1858 case 0: 1813 {
1814 case 0:
1859 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 ");
1860 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));
1861 return; 1817 return;
1862 1818
1863 case 1: 1819 case 1:
1864 new_draw_info_format(NDI_UNIQUE, 0,op,"You succeed in learning %s", 1820 new_draw_info_format (NDI_UNIQUE, 0, op, "You succeed in learning %s", &tmp->skill);
1865 tmp->skill);
1866 new_draw_info_format(NDI_UNIQUE, 0, op,
1867 "Type 'bind ready_skill %s",tmp->skill);
1868 new_draw_info(NDI_UNIQUE, 0,op,"to store the skill in a key.");
1869 decrease_ob(tmp); 1821 decrease_ob (tmp);
1870 return; 1822 return;
1871 1823
1872 default: 1824 default:
1873 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));
1874 "You fail to learn the knowledge of the %s.\n",query_name(tmp));
1875 decrease_ob(tmp); 1826 decrease_ob (tmp);
1876 return; 1827 return;
1877 } 1828 }
1878} 1829}
1879 1830
1880/** 1831/**
1881 * Actually makes op learn spell. 1832 * Actually makes op learn spell.
1882 * Informs player of what happens. 1833 * Informs player of what happens.
1883 */ 1834 */
1835void
1884void do_learn_spell (object *op, object *spell, int special_prayer) 1836do_learn_spell (object *op, object *spell, int special_prayer)
1885{ 1837{
1886 object *tmp; 1838 object *tmp;
1887 1839
1888 if (op->type != PLAYER) { 1840 if (op->type != PLAYER)
1841 {
1889 LOG (llevError, "BUG: do_learn_spell(): not a player\n"); 1842 LOG (llevError, "BUG: do_learn_spell(): not a player\n");
1890 return; 1843 return;
1891 } 1844 }
1892 1845
1893 /* Upgrade special prayers to normal prayers */ 1846 /* Upgrade special prayers to normal prayers */
1894 if ((tmp=check_spell_known (op, spell->name))!=NULL) { 1847 if ((tmp = check_spell_known (op, spell->name)) != NULL)
1848 {
1895 if (special_prayer && !QUERY_FLAG(tmp, FLAG_STARTEQUIP)) { 1849 if (special_prayer && !QUERY_FLAG (tmp, FLAG_STARTEQUIP))
1850 {
1896 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");
1897 return; 1852 return;
1898 } 1853 }
1899 return; 1854 return;
1900 } 1855 }
1901 1856
1902 play_sound_player_only (op->contr, SOUND_LEARN_SPELL, 0, 0); 1857 play_sound_player_only (op->contr, SOUND_LEARN_SPELL, 0, 0);
1903 tmp = get_object(); 1858 tmp = get_object ();
1904 copy_object(spell, tmp); 1859 copy_object (spell, tmp);
1905 insert_ob_in_ob(tmp, op); 1860 insert_ob_in_ob (tmp, op);
1906 1861
1907 if (special_prayer) { 1862 if (special_prayer)
1863 {
1908 SET_FLAG(tmp, FLAG_STARTEQUIP); 1864 SET_FLAG (tmp, FLAG_STARTEQUIP);
1909 } 1865 }
1910 1866
1911 new_draw_info_format (NDI_UNIQUE, 0, op,
1912 "Type 'bind cast %s", spell->name);
1913 new_draw_info (NDI_UNIQUE, 0, op, "to store the spell in a key.");
1914 esrv_add_spells(op->contr, tmp); 1867 esrv_add_spells (op->contr, tmp);
1915} 1868}
1916 1869
1917/** 1870/**
1918 * Erases spell from player's inventory. 1871 * Erases spell from player's inventory.
1919 */ 1872 */
1873void
1920void do_forget_spell (object *op, const char *spell) 1874do_forget_spell (object *op, const char *spell)
1921{ 1875{
1922 object *spob; 1876 object *spob;
1923 1877
1924 if (op->type != PLAYER) { 1878 if (op->type != PLAYER)
1879 {
1925 LOG (llevError, "BUG: do_forget_spell(): not a player\n"); 1880 LOG (llevError, "BUG: do_forget_spell(): not a player\n");
1926 return; 1881 return;
1927 } 1882 }
1928 if ( (spob=check_spell_known (op, spell)) == NULL) { 1883 if ((spob = check_spell_known (op, spell)) == NULL)
1884 {
1929 LOG (llevError, "BUG: do_forget_spell(): spell not known\n"); 1885 LOG (llevError, "BUG: do_forget_spell(): spell not known\n");
1930 return; 1886 return;
1931 }
1932 1887 }
1933 new_draw_info_format (NDI_UNIQUE|NDI_NAVY, 0, op, 1888
1934 "You lose knowledge of %s.", spell); 1889 new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, op, "You lose knowledge of %s.", spell);
1935 player_unready_range_ob(op->contr, spob); 1890 player_unready_range_ob (op->contr, spob);
1936 esrv_remove_spell(op->contr, spob); 1891 esrv_remove_spell (op->contr, spob);
1937 remove_ob(spob); 1892 remove_ob (spob);
1938 free_object(spob); 1893 free_object (spob);
1939} 1894}
1940 1895
1941/** 1896/**
1942 * Handles player applying a spellbook. 1897 * Handles player applying a spellbook.
1943 * 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,
1944 * stuff like that. Random learning failure too. 1899 * stuff like that. Random learning failure too.
1945 */ 1900 */
1901static void
1946static void apply_spellbook (object *op, object *tmp) 1902apply_spellbook (object *op, object *tmp)
1947{ 1903{
1948 object *skop, *spell, *spell_skill; 1904 object *skop, *spell, *spell_skill;
1949 1905
1950 if(QUERY_FLAG(op, FLAG_BLIND)&&!QUERY_FLAG(op,FLAG_WIZ)) { 1906 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1907 {
1951 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.");
1952 return; 1909 return;
1953 } 1910 }
1954 1911
1955 /* artifact_spellbooks have 'slaying' field point to a spell name, 1912 /* artifact_spellbooks have 'slaying' field point to a spell name,
1956 * instead of having their spell stored in stats.sp. These are 1913 * instead of having their spell stored in stats.sp. These are
1957 * legacy spellbooks 1914 * legacy spellbooks
1958 */ 1915 */
1959 1916
1960 if(tmp->slaying != NULL) { 1917 if (tmp->slaying != NULL)
1918 {
1961 spell=arch_to_object(find_archetype_by_object_name(tmp->slaying)); 1919 spell = arch_to_object (find_archetype_by_object_name (tmp->slaying));
1962 if (!spell) { 1920 if (!spell)
1963 new_draw_info_format(NDI_UNIQUE, 0, op, 1921 {
1964 "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);
1965 return; 1923 return;
1966 } 1924 }
1967 else 1925 else
1968 insert_ob_in_ob(spell, tmp); 1926 insert_ob_in_ob (spell, tmp);
1969 free_string(tmp->slaying);
1970 tmp->slaying=NULL; 1927 tmp->slaying = NULL;
1971 } 1928 }
1972 1929
1973 skop = find_skill_by_name(op, tmp->skill); 1930 skop = find_skill_by_name (op, tmp->skill);
1974 1931
1975 /* 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
1976 * lower than the spell will make learning the spell more difficult */ 1933 * lower than the spell will make learning the spell more difficult */
1977 if ( !skop) { 1934 if (!skop)
1935 {
1978 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.");
1979 return; 1937 return;
1980 } 1938 }
1981 1939
1982 spell = tmp->inv; 1940 spell = tmp->inv;
1983 if (!spell) { 1941 if (!spell)
1942 {
1984 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);
1985 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.");
1986 return; 1945 return;
1987 } 1946 }
1947
1988 if (spell->level > (skop->level+10)) { 1948 if (spell->level > (skop->level + 10))
1949 {
1989 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.");
1990 return; 1951 return;
1991 } 1952 }
1992 1953
1993 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);
1994 "The spellbook contains the %s level spell %s.",
1995 get_levelnumber(spell->level), spell->name);
1996 1955
1997 if (!QUERY_FLAG(tmp, FLAG_IDENTIFIED)) { 1956 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1957 {
1998 identify(tmp); 1958 identify (tmp);
1999 if (tmp->env) 1959 if (tmp->env)
2000 esrv_update_item(UPD_FLAGS|UPD_NAME,op,tmp); 1960 esrv_update_item (UPD_FLAGS | UPD_NAME, op, tmp);
2001 else 1961 else
2002 op->contr->socket.update_look=1; 1962 op->contr->socket.update_look = 1;
2003 } 1963 }
2004 1964
2005 /* 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
2006 * 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
2007 * 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
2008 * they would have a special prayer mark. 1968 * they would have a special prayer mark.
2009 */ 1969 */
2010 if (check_spell_known (op, spell->name)) { 1970 if (check_spell_known (op, spell->name))
1971 {
2011 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");
2012 return; 1973 return;
2013 } 1974 }
2014 1975
2015 if (spell->skill) { 1976 if (spell->skill)
1977 {
2016 spell_skill = find_skill_by_name(op, spell->skill); 1978 spell_skill = find_skill_by_name (op, spell->skill);
1979
2017 if (!spell_skill) { 1980 if (!spell_skill)
2018 new_draw_info_format(NDI_UNIQUE, 0, op, 1981 {
2019 "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);
2020 spell->skill);
2021 return; 1983 return;
2022 } 1984 }
1985
2023 if (spell_skill->level < spell->level) { 1986 if (spell_skill->level < spell->level)
2024 new_draw_info_format(NDI_UNIQUE, 0, op, 1987 {
2025 "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);
2026 spell->level, spell->skill);
2027 return; 1989 return;
2028 } 1990 }
2029 } 1991 }
2030 1992
2031 /* Logic as follows 1993 /* Logic as follows
2032 * 1994 *
2033 * 1- MU spells use Int to learn, Cleric spells use Wisdom 1995 * 1- MU spells use Int to learn, Cleric spells use Wisdom
2034 * 1996 *
2035 * 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
2036 * a spell. 1998 * a spell.
2037 * 1999 *
2038 * 3 -Automatically fail to learn if you read while confused 2000 * 3 -Automatically fail to learn if you read while confused
2039 * 2001 *
2040 * 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
2041 * literacy rate very useful! -b.t. 2003 * literacy rate very useful! -b.t.
2042 */ 2004 */
2043 if(QUERY_FLAG(op,FLAG_CONFUSED)) { 2005 if (QUERY_FLAG (op, FLAG_CONFUSED))
2006 {
2044 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!");
2045 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 }
2046 } else if(QUERY_FLAG(tmp,FLAG_STARTEQUIP) || 2010 else if (QUERY_FLAG (tmp, FLAG_STARTEQUIP) ||
2047 (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])
2048 learn_spell[spell->stats.grace ? op->stats.Wis : op->stats.Int]) { 2012 {
2049 2013
2050 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!");
2051 do_learn_spell (op, spell, 0); 2015 do_learn_spell (op, spell, 0);
2052 2016
2053 /* xp gain to literacy for spell learning */ 2017 /* xp gain to literacy for spell learning */
2054 if ( ! QUERY_FLAG (tmp, FLAG_STARTEQUIP)) 2018 if (!QUERY_FLAG (tmp, FLAG_STARTEQUIP))
2055 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);
2056 } else { 2020 }
2021 else
2022 {
2057 play_sound_player_only(op->contr, SOUND_FUMBLE_SPELL,0,0); 2023 play_sound_player_only (op->contr, SOUND_FUMBLE_SPELL, 0, 0);
2058 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");
2059 } 2025 }
2060 decrease_ob(tmp); 2026 decrease_ob (tmp);
2061} 2027}
2062 2028
2063/** 2029/**
2064 * Handles applying a spell scroll. 2030 * Handles applying a spell scroll.
2065 */ 2031 */
2032void
2066void apply_scroll (object *op, object *tmp, int dir) 2033apply_scroll (object *op, object *tmp, int dir)
2067{ 2034{
2068 object *skop; 2035 object *skop;
2069 2036
2070 if(QUERY_FLAG(op, FLAG_BLIND)&&!QUERY_FLAG(op,FLAG_WIZ)) { 2037 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
2038 {
2071 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.");
2072 return; 2040 return;
2073 } 2041 }
2074 2042
2075 if (!tmp->inv || tmp->inv->type != SPELL) { 2043 if (!tmp->inv || tmp->inv->type != SPELL)
2076 new_draw_info (NDI_UNIQUE, 0, op, 2044 {
2077 "The scroll just doesn't make sense!"); 2045 new_draw_info (NDI_UNIQUE, 0, op, "The scroll just doesn't make sense!");
2078 return; 2046 return;
2079 } 2047 }
2080 2048
2081 if(op->type==PLAYER) { 2049 if (op->type == PLAYER)
2050 {
2082 /* players need a literacy skill to read stuff! */ 2051 /* players need a literacy skill to read stuff! */
2083 int exp_gain=0; 2052 int exp_gain = 0;
2084 2053
2085 /* hard code literacy - tmp->skill points to where the exp 2054 /* hard code literacy - tmp->skill points to where the exp
2086 * should go for anything killed by the spell. 2055 * should go for anything killed by the spell.
2087 */ 2056 */
2088 skop = find_skill_by_name(op, skill_names[SK_LITERACY]); 2057 skop = find_skill_by_name (op, skill_names[SK_LITERACY]);
2089 2058
2090 if ( ! skop) { 2059 if (!skop)
2091 new_draw_info(NDI_UNIQUE, 0,op, 2060 {
2092 "You are unable to decipher the strange symbols."); 2061 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to decipher the strange symbols.");
2093 return; 2062 return;
2094 } 2063 }
2095 2064
2096 if((exp_gain = calc_skill_exp(op,tmp, skop))) 2065 if ((exp_gain = calc_skill_exp (op, tmp, skop)))
2097 change_exp(op,exp_gain, skop->skill, 0); 2066 change_exp (op, exp_gain, skop->skill, 0);
2098 } 2067 }
2099 2068
2100 if (!QUERY_FLAG(tmp, FLAG_IDENTIFIED)) 2069 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
2101 identify(tmp); 2070 identify (tmp);
2102 2071
2103 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);
2104 "The scroll of %s turns to dust.", tmp->inv->name);
2105 2073
2106 2074
2107 cast_spell(op,tmp,dir,tmp->inv, NULL); 2075 cast_spell (op, tmp, dir, tmp->inv, NULL);
2108 decrease_ob(tmp); 2076 decrease_ob (tmp);
2109} 2077}
2110 2078
2111/** 2079/**
2112 * Applies a treasure object - by default, chest. op 2080 * Applies a treasure object - by default, chest. op
2113 * is the person doing the applying, tmp is the treasure 2081 * is the person doing the applying, tmp is the treasure
2114 * chest. 2082 * chest.
2115 */ 2083 */
2084static void
2116static void apply_treasure (object *op, object *tmp) 2085apply_treasure (object *op, object *tmp)
2117{ 2086{
2118 object *treas; 2087 object *treas;
2119 tag_t tmp_tag = tmp->count, op_tag = op->count;
2120 2088
2121 2089
2122 /* 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
2123 * 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
2124 * 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
2125 * 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
2126 * treasure 2094 * treasure
2127 */ 2095 */
2128 2096
2129 treas = tmp->inv; 2097 treas = tmp->inv;
2130 if(treas==NULL) { 2098 if (treas == NULL)
2099 {
2131 new_draw_info(NDI_UNIQUE, 0,op,"The chest was empty."); 2100 new_draw_info (NDI_UNIQUE, 0, op, "The chest was empty.");
2132 decrease_ob(tmp);
2133 return;
2134 }
2135 while (tmp->inv) {
2136 treas = tmp->inv;
2137
2138 remove_ob(treas);
2139 new_draw_info_format(NDI_UNIQUE, 0, op, "You find %s in the chest.",
2140 query_name(treas));
2141
2142 treas->x=op->x;
2143 treas->y=op->y;
2144 treas = insert_ob_in_map (treas, op->map, op,INS_BELOW_ORIGINATOR);
2145
2146 if (treas && (treas->type == RUNE || treas->type == TRAP) && treas->level
2147 && QUERY_FLAG (op, FLAG_ALIVE))
2148 spring_trap (treas, op);
2149 /* If either player or container was destroyed, no need to do
2150 * further processing. I think this should be enclused with
2151 * spring trap above, as I don't think there is otherwise
2152 * any way for the treasure chest or player to get killed
2153 */
2154 if (was_destroyed (op, op_tag) || was_destroyed (tmp, tmp_tag))
2155 break;
2156 }
2157
2158 if ( ! was_destroyed (tmp, tmp_tag) && tmp->inv == NULL)
2159 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);
2160 2128
2161} 2129}
2162 2130
2163/** 2131/**
2164 * op eats food. 2132 * op eats food.
2165 * If player, takes care of messages and dragon special food. 2133 * If player, takes care of messages and dragon special food.
2166 */ 2134 */
2135static void
2167static void apply_food (object *op, object *tmp) 2136apply_food (object *op, object *tmp)
2168{ 2137{
2169 int capacity_remaining; 2138 int capacity_remaining;
2170 2139
2171 if(op->type!=PLAYER) 2140 if (op->type != PLAYER)
2172 op->stats.hp=op->stats.maxhp; 2141 op->stats.hp = op->stats.maxhp;
2173 else { 2142 else
2143 {
2174 /* check if this is a dragon (player), eating some flesh */ 2144 /* check if this is a dragon (player), eating some flesh */
2175 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))
2176 ; 2146 ;
2177 else { 2147 else
2148 {
2178 /* usual case - no dragon meal: */ 2149 /* usual case - no dragon meal: */
2179 if(op->stats.food+tmp->stats.food>999) { 2150 if (op->stats.food + tmp->stats.food > 999)
2151 {
2180 if(tmp->type==FOOD || tmp->type==FLESH) 2152 if (tmp->type == FOOD || tmp->type == FLESH)
2181 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!");
2182 else 2154 else
2183 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!");
2184 } 2156 }
2185 2157
2186 if(!QUERY_FLAG(tmp, FLAG_CURSED)) { 2158 if (!QUERY_FLAG (tmp, FLAG_CURSED))
2159 {
2187 char buf[MAX_BUF]; 2160 char buf[MAX_BUF];
2188 2161
2189 if (!is_dragon_pl(op)) { 2162 if (!is_dragon_pl (op))
2163 {
2190 /* eating message for normal players*/ 2164 /* eating message for normal players */
2191 if(tmp->type==DRINK) 2165 if (tmp->type == DRINK)
2192 sprintf(buf,"Ahhh...that %s tasted good.",tmp->name); 2166 sprintf (buf, "Ahhh...that %s tasted good.", &tmp->name);
2193 else 2167 else
2194 sprintf(buf,"The %s tasted %s",tmp->name, 2168 sprintf (buf, "The %s tasted %s", &tmp->name, tmp->type == FLESH ? "terrible!" : "good.");
2195 tmp->type==FLESH?"terrible!":"good."); 2169 }
2196 } 2170 else
2197 else { 2171 {
2198 /* eating message for dragon players*/ 2172 /* eating message for dragon players */
2199 sprintf(buf,"The %s tasted terrible!",tmp->name); 2173 sprintf (buf, "The %s tasted terrible!", &tmp->name);
2200 } 2174 }
2201 2175
2202 new_draw_info(NDI_UNIQUE, 0,op,buf); 2176 new_draw_info (NDI_UNIQUE, 0, op, buf);
2203 capacity_remaining = 999 - op->stats.food; 2177 capacity_remaining = 999 - op->stats.food;
2204 op->stats.food+=tmp->stats.food; 2178 op->stats.food += tmp->stats.food;
2205 if(capacity_remaining < tmp->stats.food) 2179 if (capacity_remaining < tmp->stats.food)
2206 op->stats.hp += capacity_remaining / 50; 2180 op->stats.hp += capacity_remaining / 50;
2207 else 2181 else
2208 op->stats.hp+=tmp->stats.food/50; 2182 op->stats.hp += tmp->stats.food / 50;
2209 if(op->stats.hp>op->stats.maxhp) 2183 if (op->stats.hp > op->stats.maxhp)
2210 op->stats.hp=op->stats.maxhp; 2184 op->stats.hp = op->stats.maxhp;
2211 if (op->stats.food > 999) 2185 if (op->stats.food > 999)
2212 op->stats.food = 999; 2186 op->stats.food = 999;
2213 } 2187 }
2214 2188
2215 /* special food hack -b.t. */ 2189 /* special food hack -b.t. */
2216 if(tmp->title || QUERY_FLAG(tmp,FLAG_CURSED)) 2190 if (tmp->title || QUERY_FLAG (tmp, FLAG_CURSED))
2217 eat_special_food(op,tmp); 2191 eat_special_food (op, tmp);
2218 } 2192 }
2219 } 2193 }
2220 handle_apply_yield(tmp); 2194 handle_apply_yield (tmp);
2221 decrease_ob(tmp); 2195 decrease_ob (tmp);
2222} 2196}
2223 2197
2224/** 2198/**
2225 * A dragon is eating some flesh. If the flesh contains resistances, 2199 * A dragon is eating some flesh. If the flesh contains resistances,
2226 * 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.
2229 * object *op the object (dragon player) eating the flesh 2203 * object *op the object (dragon player) eating the flesh
2230 * object *meal the flesh item, getting chewed in dragon's mouth 2204 * object *meal the flesh item, getting chewed in dragon's mouth
2231 * return: 2205 * return:
2232 * int 1 if eating successful, 0 if it doesn't work 2206 * int 1 if eating successful, 0 if it doesn't work
2233 */ 2207 */
2208int
2234int dragon_eat_flesh(object *op, object *meal) { 2209dragon_eat_flesh (object *op, object *meal)
2210{
2235 object *skin = NULL; /* pointer to dragon skin force*/ 2211 object *skin = NULL; /* pointer to dragon skin force */
2236 object *abil = NULL; /* pointer to dragon ability force*/ 2212 object *abil = NULL; /* pointer to dragon ability force */
2237 object *tmp = NULL; /* tmp. object */ 2213 object *tmp = NULL; /* tmp. object */
2238 2214
2239 char buf[MAX_BUF]; /* tmp. string buffer */ 2215 char buf[MAX_BUF]; /* tmp. string buffer */
2240 double chance; /* improvement-chance of one resistance type */ 2216 double chance; /* improvement-chance of one resistance type */
2241 double totalchance=1; /* total chance of gaining one resistance */ 2217 double totalchance = 1; /* total chance of gaining one resistance */
2242 double bonus=0; /* level bonus (improvement is easier at lowlevel) */ 2218 double bonus = 0; /* level bonus (improvement is easier at lowlevel) */
2243 double mbonus=0; /* monster bonus */ 2219 double mbonus = 0; /* monster bonus */
2244 int atnr_winner[NROFATTACKS]; /* winning candidates for resistance improvement */ 2220 int atnr_winner[NROFATTACKS]; /* winning candidates for resistance improvement */
2245 int winners=0; /* number of winners */ 2221 int winners = 0; /* number of winners */
2246 int i; /* index */ 2222 int i; /* index */
2247 2223
2248 /* let's make sure and doublecheck the parameters */ 2224 /* let's make sure and doublecheck the parameters */
2249 if (meal->type!=FLESH || !is_dragon_pl(op)) 2225 if (meal->type != FLESH || !is_dragon_pl (op))
2250 return 0; 2226 return 0;
2251 2227
2252 /* now grab the 'dragon_skin'- and 'dragon_ability'-forces 2228 /* now grab the 'dragon_skin'- and 'dragon_ability'-forces
2253 from the player's inventory */ 2229 from the player's inventory */
2254 for (tmp=op->inv; tmp!=NULL; tmp=tmp->below) { 2230 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2231 {
2255 if (tmp->type == FORCE) { 2232 if (tmp->type == FORCE)
2233 {
2256 if (strcmp(tmp->arch->name, "dragon_skin_force")==0) 2234 if (strcmp (tmp->arch->name, "dragon_skin_force") == 0)
2257 skin = tmp; 2235 skin = tmp;
2258 else if (strcmp(tmp->arch->name, "dragon_ability_force")==0) 2236 else if (strcmp (tmp->arch->name, "dragon_ability_force") == 0)
2259 abil = tmp; 2237 abil = tmp;
2260 } 2238 }
2261 } 2239 }
2262 2240
2263 /* 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
2264 which is not to be considered a dragon -> bail out */ 2242 which is not to be considered a dragon -> bail out */
2265 if (skin == NULL || abil == NULL) return 0; 2243 if (skin == NULL || abil == NULL)
2266 2244 return 0;
2245
2267 /* now start by filling stomache and health, according to food-value */ 2246 /* now start by filling stomache and health, according to food-value */
2268 if((999 - op->stats.food) < meal->stats.food) 2247 if ((999 - op->stats.food) < meal->stats.food)
2269 op->stats.hp += (999 - op->stats.food) / 50; 2248 op->stats.hp += (999 - op->stats.food) / 50;
2270 else 2249 else
2271 op->stats.hp += meal->stats.food/50; 2250 op->stats.hp += meal->stats.food / 50;
2272 if(op->stats.hp>op->stats.maxhp) 2251 if (op->stats.hp > op->stats.maxhp)
2273 op->stats.hp=op->stats.maxhp; 2252 op->stats.hp = op->stats.maxhp;
2274 2253
2275 op->stats.food = MIN(999, op->stats.food + meal->stats.food); 2254 op->stats.food = MIN (999, op->stats.food + meal->stats.food);
2276 2255
2277 /*LOG(llevDebug, "-> player: %d, flesh: %d\n", op->level, meal->level);*/ 2256 /*LOG(llevDebug, "-> player: %d, flesh: %d\n", op->level, meal->level); */
2278 2257
2279 /* on to the interesting part: chances for adding resistance */ 2258 /* on to the interesting part: chances for adding resistance */
2280 for (i=0; i<NROFATTACKS; i++) { 2259 for (i = 0; i < NROFATTACKS; i++)
2260 {
2281 if (meal->resist[i] > 0 && atnr_is_dragon_enabled(i)) { 2261 if (meal->resist[i] > 0 && atnr_is_dragon_enabled (i))
2262 {
2282 /* got positive resistance, now calculate improvement chance (0-100) */ 2263 /* got positive resistance, now calculate improvement chance (0-100) */
2283 2264
2284 /* this bonus makes resistance increase easier at lower levels */ 2265 /* this bonus makes resistance increase easier at lower levels */
2285 bonus = (settings.max_level - op->level) * 30. / ((double)settings.max_level); 2266 bonus = (settings.max_level - op->level) * 30. / ((double) settings.max_level);
2286 if (i == abil->stats.exp) 2267 if (i == abil->stats.exp)
2287 bonus += 5; /* additional bonus for resistance of ability-focus */ 2268 bonus += 5; /* additional bonus for resistance of ability-focus */
2288 2269
2289 /* monster bonus increases with level, because high-level 2270 /* monster bonus increases with level, because high-level
2290 flesh is too rare */ 2271 flesh is too rare */
2291 mbonus = op->level * 20. / ((double)settings.max_level); 2272 mbonus = op->level * 20. / ((double) settings.max_level);
2292 2273
2293 chance = (((double)MIN(op->level+bonus, meal->level+bonus+mbonus))*100. / 2274 chance = (((double) MIN (op->level + bonus, meal->level + bonus + mbonus)) * 100. /
2294 ((double)settings.max_level)) - skin->resist[i]; 2275 ((double) settings.max_level)) - skin->resist[i];
2295 2276
2296 if (chance >= 0.) 2277 if (chance >= 0.)
2297 chance += 1.; 2278 chance += 1.;
2298 else 2279 else
2299 chance = (chance < -12) ? 0. : 1./pow(2., -chance); 2280 chance = (chance < -12) ? 0. : 1. / pow (2., -chance);
2300 2281
2301 /* chance is proportional to amount of resistance (max. 50) */ 2282 /* chance is proportional to amount of resistance (max. 50) */
2302 chance *= ((double)(MIN(meal->resist[i], 50)))/50.; 2283 chance *= ((double) (MIN (meal->resist[i], 50))) / 50.;
2303 2284
2304 /* doubled chance for resistance of ability-focus */ 2285 /* doubled chance for resistance of ability-focus */
2305 if (i == abil->stats.exp) 2286 if (i == abil->stats.exp)
2306 chance = MIN(100., chance*2.); 2287 chance = MIN (100., chance * 2.);
2307 2288
2308 /* 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!) */
2309 if (RANDOM()%10000 < (int)(chance*100)) { 2290 if (RANDOM () % 10000 < (int) (chance * 100))
2291 {
2310 atnr_winner[winners] = i; 2292 atnr_winner[winners] = i;
2311 winners++; 2293 winners++;
2312 } 2294 }
2313 2295
2314 if (chance >= 0.01 ) totalchance *= 1 - chance/100; 2296 if (chance >= 0.01)
2315 2297 totalchance *= 1 - chance / 100;
2298
2316 /*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); */
2317 } 2300 }
2318 } 2301 }
2319 2302
2320 /* inverse totalchance as until now we have the failure-chance */ 2303 /* inverse totalchance as until now we have the failure-chance */
2321 totalchance = 100 - totalchance*100; 2304 totalchance = 100 - totalchance * 100;
2322 /* print message according to totalchance */ 2305 /* print message according to totalchance */
2323 if (totalchance > 50.) 2306 if (totalchance > 50.)
2324 sprintf(buf, "Hmm! The %s tasted delicious!", meal->name); 2307 sprintf (buf, "Hmm! The %s tasted delicious!", &meal->name);
2325 else if (totalchance > 10.) 2308 else if (totalchance > 10.)
2326 sprintf(buf, "The %s tasted very good.", meal->name); 2309 sprintf (buf, "The %s tasted very good.", &meal->name);
2327 else if (totalchance > 1.) 2310 else if (totalchance > 1.)
2328 sprintf(buf, "The %s tasted good.", meal->name); 2311 sprintf (buf, "The %s tasted good.", &meal->name);
2329 else if (totalchance > 0.1) 2312 else if (totalchance > 0.1)
2330 sprintf(buf, "The %s tasted bland.", meal->name); 2313 sprintf (buf, "The %s tasted bland.", &meal->name);
2331 else if (totalchance >= 0.01) 2314 else if (totalchance >= 0.01)
2332 sprintf(buf, "The %s had a boring taste.", meal->name); 2315 sprintf (buf, "The %s had a boring taste.", &meal->name);
2333 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))
2334 sprintf(buf, "The %s tasted strange.", meal->name); 2317 sprintf (buf, "The %s tasted strange.", &meal->name);
2335 else 2318 else
2336 sprintf(buf, "The %s had no taste.", meal->name); 2319 sprintf (buf, "The %s had no taste.", &meal->name);
2337 new_draw_info(NDI_UNIQUE, 0, op, buf); 2320 new_draw_info (NDI_UNIQUE, 0, op, buf);
2338 2321
2339 /* now choose a winner if we have any */ 2322 /* now choose a winner if we have any */
2340 i = -1; 2323 i = -1;
2341 if (winners>0) 2324 if (winners > 0)
2342 i = atnr_winner[RANDOM()%winners]; 2325 i = atnr_winner[RANDOM () % winners];
2343 2326
2344 if (i >= 0 && i < NROFATTACKS && skin->resist[i] < 95) { 2327 if (i >= 0 && i < NROFATTACKS && skin->resist[i] < 95)
2328 {
2345 /* resistance increased! */ 2329 /* resistance increased! */
2346 skin->resist[i]++; 2330 skin->resist[i]++;
2347 fix_player(op); 2331 fix_player (op);
2348 2332
2349 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]);
2350 new_draw_info(NDI_UNIQUE|NDI_RED, 0, op, buf); 2334 new_draw_info (NDI_UNIQUE | NDI_RED, 0, op, buf);
2351 } 2335 }
2352 2336
2353 /* if this flesh contains a new ability focus, we mark it 2337 /* if this flesh contains a new ability focus, we mark it
2354 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 */
2355 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)
2356 && meal->last_eat != abil->last_eat) { 2340 {
2357 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> */
2358 2342
2359 if (meal->last_eat != abil->stats.exp) { 2343 if (meal->last_eat != abil->stats.exp)
2344 {
2360 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]);
2361 change_resist_msg[meal->last_eat]);
2362 new_draw_info(NDI_UNIQUE, 0, op, buf); 2346 new_draw_info (NDI_UNIQUE, 0, op, buf);
2363 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);
2364 new_draw_info(NDI_UNIQUE, 0, op, buf); 2348 new_draw_info (NDI_UNIQUE, 0, op, buf);
2365 } 2349 }
2366 else { 2350 else
2351 {
2367 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]);
2368 change_resist_msg[meal->last_eat]);
2369 new_draw_info(NDI_UNIQUE, 0, op, buf); 2353 new_draw_info (NDI_UNIQUE, 0, op, buf);
2370 abil->last_eat = 0; 2354 abil->last_eat = 0;
2371 } 2355 }
2372 } 2356 }
2373 return 1; 2357 return 1;
2374} 2358}
2375 2359
2360static void
2376static void apply_savebed (object *pl) 2361apply_savebed (object *pl)
2377{ 2362{
2378#ifndef COZY_SERVER 2363#ifndef COZY_SERVER
2379 if(!pl->contr->name_changed||!pl->stats.exp) { 2364 if (!pl->contr->name_changed || !pl->stats.exp)
2365 {
2380 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.");
2381 return; 2367 return;
2382 } 2368 }
2383#endif 2369#endif
2370 INVOKE_PLAYER (LOGOUT, pl->contr);
2384 /* 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 */
2385 terminate_all_pets(pl); 2372 terminate_all_pets (pl);
2386 remove_ob(pl); 2373 remove_ob (pl);
2387 pl->direction=0; 2374 pl->direction = 0;
2388 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);
2389 "%s leaves the game.",pl->name); 2376
2390
2391 /* update respawn position */ 2377 /* update respawn position */
2392 strcpy(pl->contr->savebed_map, pl->map->path); 2378 strcpy (pl->contr->savebed_map, pl->map->path);
2393 pl->contr->bed_x = pl->x; 2379 pl->contr->bed_x = pl->x;
2394 pl->contr->bed_y = pl->y; 2380 pl->contr->bed_y = pl->y;
2395 2381
2396 strcpy(pl->contr->killer,"left"); 2382 strcpy (pl->contr->killer, "left");
2397 check_score(pl); /* Always check score */ 2383 check_score (pl); /* Always check score */
2398 (void)save_player(pl,0); 2384 (void) save_player (pl, 0);
2399 pl->map->players--; 2385 pl->map->players--;
2400#if MAP_MAXTIMEOUT 2386#if MAP_MAXTIMEOUT
2401 MAP_SWAP_TIME(pl->map) = MAP_TIMEOUT(pl->map); 2387 MAP_SWAP_TIME (pl->map) = MAP_TIMEOUT (pl->map);
2402#endif 2388#endif
2403 play_again(pl); 2389 play_again (pl);
2404 pl->speed = 0; 2390 pl->speed = 0;
2405 update_ob_speed(pl); 2391 update_ob_speed (pl);
2406} 2392}
2407 2393
2408/** 2394/**
2409 * Handles applying an improve armor scroll. 2395 * Handles applying an improve armor scroll.
2410 * Does some sanity checks, then calls improve_armour. 2396 * Does some sanity checks, then calls improve_armour.
2411 */ 2397 */
2398static void
2412static void apply_armour_improver (object *op, object *tmp) 2399apply_armour_improver (object *op, object *tmp)
2413{ 2400{
2414 object *armor; 2401 object *armor;
2415 2402
2416 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 {
2417 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.");
2418 return;
2419 }
2420 armor=find_marked_object(op);
2421 if ( ! armor) {
2422 new_draw_info(NDI_UNIQUE, 0, op, "You need to mark an armor object.");
2423 return; 2406 return;
2424 } 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 }
2425 if (armor->type != ARMOUR 2414 if (armor->type != ARMOUR
2426 && armor->type != CLOAK 2415 && armor->type != CLOAK
2427 && armor->type != BOOTS && armor->type != GLOVES 2416 && armor->type != BOOTS && armor->type != GLOVES && armor->type != BRACERS && armor->type != SHIELD && armor->type != HELMET)
2428 && armor->type != BRACERS && armor->type != SHIELD
2429 && armor->type != HELMET)
2430 { 2417 {
2431 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");
2432 return; 2419 return;
2433 } 2420 }
2434 2421
2435 new_draw_info(NDI_UNIQUE, 0,op,"Applying armour enchantment."); 2422 new_draw_info (NDI_UNIQUE, 0, op, "Applying armour enchantment.");
2436 improve_armour(op,tmp,armor); 2423 improve_armour (op, tmp, armor);
2437} 2424}
2438 2425
2439 2426
2427extern void
2440extern void apply_poison (object *op, object *tmp) 2428apply_poison (object *op, object *tmp)
2441{ 2429{
2442 if (op->type == PLAYER) { 2430 if (op->type == PLAYER)
2431 {
2443 play_sound_player_only(op->contr, SOUND_DRINK_POISON,0,0); 2432 play_sound_player_only (op->contr, SOUND_DRINK_POISON, 0, 0);
2444 new_draw_info(NDI_UNIQUE, 0,op,"Yech! That tasted poisonous!"); 2433 new_draw_info (NDI_UNIQUE, 0, op, "Yech! That tasted poisonous!");
2445 strcpy(op->contr->killer,"poisonous booze"); 2434 strcpy (op->contr->killer, "poisonous booze");
2446 } 2435 }
2447 if (tmp->stats.hp > 0) { 2436 if (tmp->stats.hp > 0)
2437 {
2448 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);
2449 tmp->stats.hp);
2450 hit_player(op, tmp->stats.hp, tmp, AT_POISON, 1); 2439 hit_player (op, tmp->stats.hp, tmp, AT_POISON, 1);
2451 } 2440 }
2452 op->stats.food-=op->stats.food/4; 2441 op->stats.food -= op->stats.food / 4;
2453 handle_apply_yield(tmp); 2442 handle_apply_yield (tmp);
2454 decrease_ob(tmp); 2443 decrease_ob (tmp);
2455} 2444}
2456 2445
2457/** 2446/**
2458 * 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.
2459 * A valid 2 way exit means: 2448 * A valid 2 way exit means:
2464 * 2453 *
2465 * 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
2466 * 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
2467 * 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).
2468 */ 2457 */
2458int
2469int is_legal_2ways_exit (object* op, object *exit) 2459is_legal_2ways_exit (object *op, object *exit)
2470 { 2460{
2471 object * tmp; 2461 object *tmp;
2472 object * exit_owner; 2462 object *exit_owner;
2473 player * pp; 2463 player *pp;
2474 mapstruct * exitmap; 2464 maptile *exitmap;
2475 if (exit->stats.exp!=1) return 1; /*This is not a 2 way, so it is legal*/ 2465
2476 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 */
2477 /* To know if an exit has a correspondant, we look at 2470 /* To know if an exit has a correspondant, we look at
2478 * 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
2479 * the current exit's position */ 2472 * the current exit's position */
2480 if (!strncmp(EXIT_PATH (exit), settings.localdir, strlen(settings.localdir))) 2473 if (!strncmp (EXIT_PATH (exit), settings.localdir, strlen (settings.localdir)))
2481 exitmap = ready_map_name(EXIT_PATH (exit), MAP_PLAYER_UNIQUE); 2474 exitmap = ready_map_name (EXIT_PATH (exit), MAP_PLAYER_UNIQUE);
2475 else
2482 else exitmap = ready_map_name(EXIT_PATH (exit), 0); 2476 exitmap = ready_map_name (EXIT_PATH (exit), 0);
2483 if (exitmap) 2477 if (exitmap)
2484 { 2478 {
2485 tmp=get_map_ob (exitmap,EXIT_X(exit),EXIT_Y(exit)); 2479 tmp = get_map_ob (exitmap, EXIT_X (exit), EXIT_Y (exit));
2486 if (!tmp) return 0; 2480 if (!tmp)
2481 return 0;
2487 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)
2488 { 2483 {
2489 if (tmp->type!=EXIT) continue; /*Not an exit*/ 2484 if (tmp->type != EXIT)
2490 if (!EXIT_PATH (tmp)) continue; /*Not a valid exit*/ 2485 continue; /*Not an exit */
2491 if ( (EXIT_X(tmp)!=exit->x) || (EXIT_Y(tmp)!=exit->y)) continue; /*Not in the same place*/ 2486 if (!EXIT_PATH (tmp))
2492 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 */
2493 2492
2494 /* 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
2495 * 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
2496 * town portals to prevent strangers from visiting your appartments 2495 * town portals to prevent strangers from visiting your appartments
2497 */ 2496 */
2497 if (!exit->race)
2498 if (!exit->race) return 1; /*No owner, free for all!*/ 2498 return 1; /*No owner, free for all! */
2499 exit_owner=NULL; 2499 exit_owner = NULL;
2500 for (pp=first_player;pp;pp=pp->next) 2500 for (pp = first_player; pp; pp = pp->next)
2501 { 2501 {
2502 if (!pp->ob) continue; 2502 if (!pp->ob)
2503 continue;
2503 if (pp->ob->name!=exit->race) continue; 2504 if (pp->ob->name != exit->race)
2505 continue;
2504 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 */
2505 break; 2507 break;
2506 } 2508 }
2507 if (!exit_owner) return 0; /* No more owner*/ 2509 if (!exit_owner)
2508 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 */
2509 if ( exit_owner && /*There is a owner*/ 2513 if (exit_owner && /*There is a owner */
2510 (op->contr) && /*A player tries to pass */ 2514 (op->contr) && /*A player tries to pass */
2511 ( (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 */
2512 (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 */
2513 return 0; 2517 return 0;
2514 return 1; 2518 return 1;
2515 } 2519 }
2516 } 2520 }
2517 return 0; 2521 return 0;
2518 } 2522}
2519 2523
2520 2524
2521/** 2525/**
2522 * Main apply handler. 2526 * Main apply handler.
2523 * 2527 *
2533 * 2537 *
2534 * aflag is special (always apply/unapply) flags. Nothing is done with 2538 * aflag is special (always apply/unapply) flags. Nothing is done with
2535 * them in this function - they are passed to apply_special 2539 * them in this function - they are passed to apply_special
2536 */ 2540 */
2537 2541
2542int
2538int manual_apply (object *op, object *tmp, int aflag) 2543manual_apply (object *op, object *tmp, int aflag)
2539{ 2544{
2540 if (tmp->head) tmp=tmp->head; 2545 if (tmp->head)
2546 tmp = tmp->head;
2541 2547
2542 if (QUERY_FLAG (tmp, FLAG_UNPAID) && ! QUERY_FLAG (tmp, FLAG_APPLIED)) { 2548 if (QUERY_FLAG (tmp, FLAG_UNPAID) && !QUERY_FLAG (tmp, FLAG_APPLIED))
2549 {
2543 if (op->type == PLAYER) { 2550 if (op->type == PLAYER)
2551 {
2544 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.");
2545 return 1; 2553 return 1;
2546 } else { 2554 }
2555 else
2556 {
2547 return 0; /* monsters just skip unpaid items */ 2557 return 0; /* monsters just skip unpaid items */
2548 } 2558 }
2559 }
2560
2561 if (INVOKE_OBJECT (APPLY, tmp, ARG_OBJECT (op)))
2562 return RESULT_INT (0);
2563
2564 switch (tmp->type)
2549 } 2565 {
2550 2566
2551 2567 case CF_HANDLE:
2552 /* Lauwenmark: Handle for plugin apply event */ 2568 new_draw_info (NDI_UNIQUE, 0, op, "You turn the handle.");
2553 //TODO: remove 2569 play_sound_map (op->map, op->x, op->y, SOUND_TURN_HANDLE);
2554 if (execute_event(tmp, EVENT_APPLY,op,NULL,NULL,SCRIPT_FIX_ALL)!=0) 2570 tmp->value = tmp->value ? 0 : 1;
2571 SET_ANIMATION (tmp, tmp->value);
2572 update_object (tmp, UP_OBJ_FACE);
2573 push_button (tmp);
2555 return 1; 2574 return 1;
2556 2575
2557 if (INVOKE_OBJECT (APPLY, tmp, ARG_OBJECT (op))) 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 }
2558 return 1; 2586 return 1;
2559 2587
2560 switch (tmp->type) { 2588 case EXIT:
2561
2562 case TRANSPORT:
2563 return apply_transport(op, tmp, aflag);
2564
2565 case CF_HANDLE:
2566 new_draw_info(NDI_UNIQUE, 0,op,"You turn the handle.");
2567 play_sound_map(op->map, op->x, op->y, SOUND_TURN_HANDLE);
2568 tmp->value=tmp->value?0:1;
2569 SET_ANIMATION(tmp, tmp->value);
2570 update_object(tmp,UP_OBJ_FACE);
2571 push_button(tmp);
2572 return 1;
2573
2574 case TRIGGER:
2575 if (check_trigger (tmp, op)) {
2576 new_draw_info (NDI_UNIQUE, 0, op, "You turn the handle.");
2577 play_sound_map (tmp->map, tmp->x, tmp->y, SOUND_TURN_HANDLE);
2578 } else {
2579 new_draw_info (NDI_UNIQUE, 0, op, "The handle doesn't move.");
2580 }
2581 return 1;
2582
2583 case EXIT:
2584 if (op->type != PLAYER) 2589 if (op->type != PLAYER)
2585 return 0; 2590 return 0;
2586 if( ! EXIT_PATH (tmp) || !is_legal_2ways_exit(op,tmp)) { 2591 if (!EXIT_PATH (tmp) || !is_legal_2ways_exit (op, tmp))
2592 {
2587 new_draw_info_format(NDI_UNIQUE, 0, op, "The %s is closed.", 2593 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s is closed.", query_name (tmp));
2588 query_name(tmp)); 2594 }
2589 } else { 2595 else
2596 {
2590 /* Don't display messages for random maps. */ 2597 /* Don't display messages for random maps. */
2591 if (tmp->msg && strncmp(EXIT_PATH(tmp),"/!",2) && 2598 if (tmp->msg && strncmp (EXIT_PATH (tmp), "/!", 2) && strncmp (EXIT_PATH (tmp), "/random/", 8))
2592 strncmp(EXIT_PATH(tmp), "/random/", 8))
2593 new_draw_info (NDI_NAVY, 0, op, tmp->msg); 2599 new_draw_info (NDI_NAVY, 0, op, tmp->msg);
2594 enter_exit(op,tmp); 2600 enter_exit (op, tmp);
2595 } 2601 }
2596 return 1; 2602 return 1;
2597 2603
2598 case SIGN: 2604 case SIGN:
2599 apply_sign (op, tmp, 0); 2605 apply_sign (op, tmp, 0);
2600 return 1; 2606 return 1;
2601 2607
2602 case BOOK: 2608 case BOOK:
2603 if (op->type == PLAYER) { 2609 if (op->type == PLAYER)
2610 {
2604 apply_book (op, tmp); 2611 apply_book (op, tmp);
2605 return 1; 2612 return 1;
2606 } else { 2613 }
2607 return 0; 2614 else
2608 } 2615 {
2616 return 0;
2617 }
2609 2618
2610 case SKILLSCROLL: 2619 case SKILLSCROLL:
2611 if (op->type == PLAYER) { 2620 if (op->type == PLAYER)
2621 {
2612 apply_skillscroll (op, tmp); 2622 apply_skillscroll (op, tmp);
2613 return 1; 2623 return 1;
2614 } 2624 }
2615 return 0; 2625 return 0;
2616 2626
2617 case SPELLBOOK: 2627 case SPELLBOOK:
2618 if (op->type == PLAYER) { 2628 if (op->type == PLAYER)
2629 {
2619 apply_spellbook (op, tmp); 2630 apply_spellbook (op, tmp);
2620 return 1; 2631 return 1;
2621 } 2632 }
2622 return 0; 2633 return 0;
2623 2634
2624 case SCROLL: 2635 case SCROLL:
2625 apply_scroll (op, tmp, 0); 2636 apply_scroll (op, tmp, 0);
2626 return 1; 2637 return 1;
2627 2638
2628 case POTION: 2639 case POTION:
2629 (void) apply_potion(op, tmp); 2640 (void) apply_potion (op, tmp);
2630 return 1; 2641 return 1;
2631 2642
2632 /* Eneq(@csd.uu.se): Handle apply on containers. */ 2643 /* Eneq(@csd.uu.se): Handle apply on containers. */
2633 case CLOSE_CON: 2644 case CLOSE_CON:
2634 if (op->type==PLAYER)
2635 (void) esrv_apply_container (op, tmp->env);
2636 else
2637 (void) apply_container (op, tmp->env);
2638 return 1;
2639
2640 case CONTAINER:
2641 if (op->type==PLAYER)
2642 (void) esrv_apply_container (op, tmp);
2643 else
2644 (void) apply_container (op, tmp);
2645 return 1;
2646
2647 case TREASURE:
2648 if (op->type == PLAYER) { 2645 if (op->type == PLAYER)
2646 (void) esrv_apply_container (op, tmp->env);
2647 else
2648 (void) apply_container (op, tmp->env);
2649 return 1;
2650
2651 case CONTAINER:
2652 if (op->type == PLAYER)
2653 (void) esrv_apply_container (op, tmp);
2654 else
2655 (void) apply_container (op, tmp);
2656 return 1;
2657
2658 case TREASURE:
2659 if (op->type == PLAYER)
2660 {
2649 apply_treasure (op, tmp); 2661 apply_treasure (op, tmp);
2650 return 1; 2662 return 1;
2651 } else { 2663 }
2652 return 0; 2664 else
2653 } 2665 {
2666 return 0;
2667 }
2654 2668
2655 case WEAPON: 2669 case WEAPON:
2656 case ARMOUR: 2670 case ARMOUR:
2657 case BOOTS: 2671 case BOOTS:
2658 case GLOVES: 2672 case GLOVES:
2659 case AMULET: 2673 case AMULET:
2660 case GIRDLE: 2674 case GIRDLE:
2661 case BRACERS: 2675 case BRACERS:
2662 case SHIELD: 2676 case SHIELD:
2663 case HELMET: 2677 case HELMET:
2664 case RING: 2678 case RING:
2665 case CLOAK: 2679 case CLOAK:
2666 case WAND: 2680 case WAND:
2667 case ROD: 2681 case ROD:
2668 case HORN: 2682 case HORN:
2669 case SKILL: 2683 case SKILL:
2670 case BOW: 2684 case BOW:
2671 case LAMP: 2685 case LAMP:
2672 case BUILDER: 2686 case BUILDER:
2673 case SKILL_TOOL: 2687 case SKILL_TOOL:
2674 if (tmp->env != op) 2688 if (tmp->env != op)
2675 return 2; /* not in inventory */ 2689 return 2; /* not in inventory */
2676 (void) apply_special (op, tmp, aflag); 2690 (void) apply_special (op, tmp, aflag);
2677 return 1; 2691 return 1;
2678 2692
2679 case DRINK: 2693 case DRINK:
2680 case FOOD: 2694 case FOOD:
2681 case FLESH: 2695 case FLESH:
2682 apply_food (op, tmp); 2696 apply_food (op, tmp);
2683 return 1; 2697 return 1;
2684 2698
2685 case POISON: 2699 case POISON:
2686 apply_poison (op, tmp); 2700 apply_poison (op, tmp);
2687 return 1; 2701 return 1;
2688 2702
2689 case SAVEBED: 2703 case SAVEBED:
2690 if (op->type == PLAYER) { 2704 if (op->type == PLAYER)
2691 apply_savebed (op); 2705 {
2692 return 1; 2706 apply_savebed (op);
2693 } else { 2707 return 1;
2694 return 0; 2708 }
2695 } 2709 else
2710 {
2711 return 0;
2712 }
2696 2713
2697 case ARMOUR_IMPROVER: 2714 case ARMOUR_IMPROVER:
2698 if (op->type == PLAYER) { 2715 if (op->type == PLAYER)
2716 {
2699 apply_armour_improver (op, tmp); 2717 apply_armour_improver (op, tmp);
2700 return 1; 2718 return 1;
2701 } else { 2719 }
2702 return 0; 2720 else
2703 } 2721 {
2722 return 0;
2723 }
2704 2724
2705 case WEAPON_IMPROVER: 2725 case WEAPON_IMPROVER:
2706 (void) check_improve_weapon(op, tmp); 2726 (void) check_improve_weapon (op, tmp);
2707 return 1; 2727 return 1;
2708 2728
2709 case CLOCK: 2729 case CLOCK:
2710 if (op->type == PLAYER) { 2730 if (op->type == PLAYER)
2711 char buf[MAX_BUF]; 2731 {
2712 timeofday_t tod; 2732 char buf[MAX_BUF];
2733 timeofday_t tod;
2713 2734
2714 get_tod(&tod); 2735 get_tod (&tod);
2715 sprintf(buf, "It is %d minute%s past %d o'clock %s", 2736 sprintf (buf, "It is %d minute%s past %d o'clock %s",
2716 tod.minute+1, ((tod.minute+1 < 2) ? "" : "s"), 2737 tod.minute + 1, ((tod.minute + 1 < 2) ? "" : "s"),
2717 ((tod.hour % 14 == 0) ? 14 : ((tod.hour)%14)), 2738 ((tod.hour % 14 == 0) ? 14 : ((tod.hour) % 14)), ((tod.hour >= 14) ? "pm" : "am"));
2718 ((tod.hour >= 14) ? "pm" : "am"));
2719 play_sound_player_only(op->contr, SOUND_CLOCK,0,0); 2739 play_sound_player_only (op->contr, SOUND_CLOCK, 0, 0);
2720 new_draw_info(NDI_UNIQUE, 0,op, buf); 2740 new_draw_info (NDI_UNIQUE, 0, op, buf);
2721 return 1; 2741 return 1;
2722 } else { 2742 }
2723 return 0; 2743 else
2724 } 2744 {
2745 return 0;
2746 }
2725 2747
2726 case MENU: 2748 case MENU:
2727 if (op->type == PLAYER) { 2749 if (op->type == PLAYER)
2728 shop_listing (op); 2750 {
2729 return 1; 2751 shop_listing (op);
2730 } else { 2752 return 1;
2731 return 0; 2753 }
2732 } 2754 else
2755 {
2756 return 0;
2757 }
2733 2758
2734 case POWER_CRYSTAL: 2759 case POWER_CRYSTAL:
2735 apply_power_crystal(op,tmp); /* see egoitem.c */ 2760 apply_power_crystal (op, tmp); /* see egoitem.c */
2736 return 1; 2761 return 1;
2737 2762
2738 case LIGHTER: /* for lighting torches/lanterns/etc */ 2763 case LIGHTER: /* for lighting torches/lanterns/etc */
2739 if (op->type == PLAYER) { 2764 if (op->type == PLAYER)
2740 apply_lighter(op,tmp); 2765 {
2741 return 1; 2766 apply_lighter (op, tmp);
2742 } else { 2767 return 1;
2743 return 0; 2768 }
2744 } 2769 else
2770 {
2771 return 0;
2772 }
2745 2773
2746 case ITEM_TRANSFORMER: 2774 case ITEM_TRANSFORMER:
2747 apply_item_transformer( op, tmp ); 2775 apply_item_transformer (op, tmp);
2748 return 1; 2776 return 1;
2749 2777
2750 default: 2778 default:
2751 return 0; 2779 return 0;
2752 } 2780 }
2753} 2781}
2754 2782
2755 2783
2756/* 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"
2757 * 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
2758 * "but you are floating high above the ground" messages. 2786 * "but you are floating high above the ground" messages.
2759 * 2787 *
2760 * Same return value as apply() function. 2788 * Same return value as apply() function.
2761 */ 2789 */
2790int
2762int player_apply (object *pl, object *op, int aflag, int quiet) 2791player_apply (object *pl, object *op, int aflag, int quiet)
2763{ 2792{
2764 int tmp; 2793 int tmp;
2765 2794
2766 if (op->env == NULL && (pl->move_type & MOVE_FLYING)) { 2795 if (op->env == NULL && (pl->move_type & MOVE_FLYING))
2796 {
2767 /* player is flying and applying object not in inventory */ 2797 /* player is flying and applying object not in inventory */
2768 if ( ! QUERY_FLAG (pl, FLAG_WIZ) && !(op->move_type & MOVE_FLYING)) { 2798 if (!QUERY_FLAG (pl, FLAG_WIZ) && !(op->move_type & MOVE_FLYING))
2799 {
2769 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!");
2770 "above the ground!");
2771 return 0; 2801 return 0;
2772 } 2802 }
2773 } 2803 }
2774 2804
2775 /* 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
2776 * applied. 2806 * applied.
2777 */ 2807 */
2778 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))
2779 { 2809 {
2780 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);
2781 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!");
2782 "of smoke!");
2783 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.");
2784 remove_ob (op); 2813 remove_ob (op);
2785 free_object (op); 2814 free_object (op);
2786 return 1; 2815 return 1;
2787 } 2816 }
2788 2817
2789 pl->contr->last_used = op; 2818 pl->contr->last_used = op;
2790 pl->contr->last_used_id = op->count; 2819 pl->contr->last_used_id = op->count;
2791 2820
2792 tmp = manual_apply (pl, op, aflag); 2821 tmp = manual_apply (pl, op, aflag);
2793 if ( ! quiet) { 2822 if (!quiet)
2823 {
2794 if (tmp == 0) 2824 if (tmp == 0)
2795 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));
2796 "I don't know how to apply the %s.",
2797 query_name (op));
2798 else if (tmp == 2) 2826 else if (tmp == 2)
2799 new_draw_info_format (NDI_UNIQUE, 0, pl, 2827 new_draw_info_format (NDI_UNIQUE, 0, pl, "You must get it first!\n");
2800 "You must get it first!\n");
2801 } 2828 }
2802 return tmp; 2829 return tmp;
2803} 2830}
2804 2831
2805/** 2832/**
2806 * player_apply_below attempts to apply the object 'below' the player. 2833 * player_apply_below attempts to apply the object 'below' the player.
2807 * 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
2808 * we use the ground. 2835 * we use the ground.
2809 */ 2836 */
2810 2837
2838void
2811void player_apply_below (object *pl) 2839player_apply_below (object *pl)
2812{ 2840{
2813 object *tmp, *next; 2841 object *tmp, *next;
2814 int floors; 2842 int floors;
2815 2843
2816 if (pl->contr->transport && pl->contr->transport->type == TRANSPORT) {
2817 apply_transport(pl, pl->contr->transport, 0);
2818 return;
2819 }
2820
2821 /* 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
2822 * item in the container. Otherwise, use the map. 2845 * item in the container. Otherwise, use the map.
2823 */ 2846 */
2824 tmp = (pl->container != NULL) ? pl->container->inv : pl->below; 2847 tmp = (pl->container != NULL) ? pl->container->inv : pl->below;
2825 2848
2826 /* 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
2827 * 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
2828 * 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
2829 * 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
2830 * not return a proper value. 2853 * not return a proper value.
2831 */ 2854 */
2832 for (floors = 0; tmp!=NULL; tmp=next) { 2855 for (floors = 0; tmp != NULL; tmp = next)
2856 {
2833 next = tmp->below; 2857 next = tmp->below;
2834 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 2858 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
2835 floors++; 2859 floors++;
2836 else if (floors > 0) 2860 else if (floors > 0)
2837 return; /* process only floor objects after first floor object */ 2861 return; /* process only floor objects after first floor object */
2838 2862
2839 /* 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
2840 * person moving on it, also activate. Added code to make it 2864 * person moving on it, also activate. Added code to make it
2841 * 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
2842 * the item needs. 2866 * the item needs.
2843 */ 2867 */
2844 if ( ! tmp->invisible || (tmp->move_on & pl->move_type)) { 2868 if (!tmp->invisible || (tmp->move_on & pl->move_type))
2869 {
2845 if (player_apply (pl, tmp, 0, 1) == 1) 2870 if (player_apply (pl, tmp, 0, 1) == 1)
2846 return; 2871 return;
2847 } 2872 }
2848 if (floors >= 2) 2873 if (floors >= 2)
2849 return; /* process at most two floor objects */ 2874 return; /* process at most two floor objects */
2850 } 2875 }
2851} 2876}
2852 2877
2853/** 2878/**
2854 * Unapplies specified item. 2879 * Unapplies specified item.
2855 * No check done on cursed/damned. 2880 * No check done on cursed/damned.
2856 * Break this out of apply_special - this is just done 2881 * Break this out of apply_special - this is just done
2857 * 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.
2858 */ 2883 */
2884static int
2859static int unapply_special (object *who, object *op, int aflags) 2885unapply_special (object *who, object *op, int aflags)
2860{ 2886{
2887 if (INVOKE_OBJECT (BE_UNREADY, op, ARG_OBJECT (who), ARG_INT (aflags)) || INVOKE_OBJECT (UNREADY, who, ARG_OBJECT (op), ARG_INT (aflags)))
2888 return RESULT_INT (0);
2889
2861 object *tmp2; 2890 object *tmp2;
2862 2891
2863 CLEAR_FLAG(op, FLAG_APPLIED); 2892 CLEAR_FLAG (op, FLAG_APPLIED);
2864 switch(op->type) { 2893 switch (op->type)
2894 {
2865 case WEAPON: 2895 case WEAPON:
2866 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));
2867 2897
2868 (void) change_abil (who,op);
2869 if(QUERY_FLAG(who,FLAG_READY_WEAPON))
2870 CLEAR_FLAG(who,FLAG_READY_WEAPON);
2871 /* GROS: update the current_weapon_script field (used with script_attack for weapons) */
2872 who->current_weapon_script = NULL;
2873 who->current_weapon = NULL;
2874 clear_skill(who);
2875 break;
2876
2877 case SKILL: /* allows objects to impart skills */
2878 case SKILL_TOOL:
2879 if (op != who->chosen_skill) {
2880 LOG (llevError, "BUG: apply_special(): applied skill is not a chosen skill\n");
2881 }
2882 if (who->type==PLAYER) {
2883 if (who->contr->shoottype == range_skill)
2884 who->contr->shoottype = range_none;
2885 if ( ! op->invisible) {
2886 new_draw_info_format (NDI_UNIQUE, 0, who,
2887 "You stop using the %s.", query_name(op));
2888 } else {
2889 new_draw_info_format (NDI_UNIQUE, 0, who,
2890 "You can no longer use the skill: %s.",
2891 op->skill);
2892 }
2893 }
2894 (void) change_abil (who, op); 2898 (void) change_abil (who, op);
2899 if (QUERY_FLAG (who, FLAG_READY_WEAPON))
2900 CLEAR_FLAG (who, FLAG_READY_WEAPON);
2901 clear_skill (who);
2902 break;
2903
2904 case SKILL: /* allows objects to impart skills */
2905 case SKILL_TOOL:
2906 if (op != who->chosen_skill)
2907 {
2908 LOG (llevError, "BUG: apply_special(): applied skill is not a chosen skill\n");
2909 }
2910 if (who->type == PLAYER)
2911 {
2912 if (who->contr->shoottype == range_skill)
2913 who->contr->shoottype = range_none;
2914 if (!op->invisible)
2915 {
2916 new_draw_info_format (NDI_UNIQUE, 0, who, "You stop using the %s.", query_name (op));
2917 }
2918 else
2919 {
2920 new_draw_info_format (NDI_UNIQUE, 0, who, "You can no longer use the skill: %s.", &op->skill);
2921 }
2922 }
2923 (void) change_abil (who, op);
2895 who->chosen_skill = NULL; 2924 who->chosen_skill = NULL;
2896 CLEAR_FLAG (who, FLAG_READY_SKILL); 2925 CLEAR_FLAG (who, FLAG_READY_SKILL);
2897 break; 2926 break;
2898 2927
2899 case ARMOUR: 2928 case ARMOUR:
2900 case HELMET: 2929 case HELMET:
2901 case SHIELD: 2930 case SHIELD:
2902 case RING: 2931 case RING:
2903 case BOOTS: 2932 case BOOTS:
2904 case GLOVES: 2933 case GLOVES:
2905 case AMULET: 2934 case AMULET:
2906 case GIRDLE: 2935 case GIRDLE:
2907 case BRACERS: 2936 case BRACERS:
2908 case CLOAK: 2937 case CLOAK:
2909 new_draw_info_format(NDI_UNIQUE, 0, who, "You unwear %s.",query_name(op)); 2938 new_draw_info_format (NDI_UNIQUE, 0, who, "You unwear %s.", query_name (op));
2910 (void) change_abil (who,op); 2939 (void) change_abil (who, op);
2911 break; 2940 break;
2912 case LAMP: 2941 case LAMP:
2913 new_draw_info_format(NDI_UNIQUE, 0, who, "You turn off your %s.", 2942 new_draw_info_format (NDI_UNIQUE, 0, who, "You turn off your %s.", &op->name);
2914 op->name);
2915 tmp2 = arch_to_object(op->other_arch); 2943 tmp2 = arch_to_object (op->other_arch);
2916 tmp2->x = op->x; 2944 tmp2->x = op->x;
2917 tmp2->y = op->y; 2945 tmp2->y = op->y;
2918 tmp2->map = op->map; 2946 tmp2->map = op->map;
2919 tmp2->below = op->below; 2947 tmp2->below = op->below;
2920 tmp2->above = op->above; 2948 tmp2->above = op->above;
2921 tmp2->stats.food = op->stats.food; 2949 tmp2->stats.food = op->stats.food;
2922 CLEAR_FLAG(tmp2, FLAG_APPLIED); 2950 CLEAR_FLAG (tmp2, FLAG_APPLIED);
2951
2923 if (QUERY_FLAG(op, FLAG_INV_LOCKED)) 2952 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
2924 SET_FLAG(tmp2, FLAG_INV_LOCKED); 2953 SET_FLAG (tmp2, FLAG_INV_LOCKED);
2954
2925 if (who->type == PLAYER) 2955 if (who->type == PLAYER)
2926 esrv_del_item(who->contr, (tag_t)op->count); 2956 esrv_del_item (who->contr, op->count);
2957
2927 remove_ob(op); 2958 remove_ob (op);
2928 free_object(op); 2959 free_object (op);
2929 insert_ob_in_ob(tmp2, who); 2960 insert_ob_in_ob (tmp2, who);
2930 fix_player(who); 2961 fix_player (who);
2931 if (QUERY_FLAG(op, FLAG_CURSED) || QUERY_FLAG(op, FLAG_DAMNED)) { 2962 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
2963 {
2932 if (who->type == PLAYER) { 2964 if (who->type == PLAYER)
2965 {
2933 new_draw_info(NDI_UNIQUE, 0,who, "Oops, it feels deadly cold!"); 2966 new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!");
2934 SET_FLAG(tmp2, FLAG_KNOWN_CURSED); 2967 SET_FLAG (tmp2, FLAG_KNOWN_CURSED);
2935 } 2968 }
2936 } 2969 }
2937 if(who->type==PLAYER) 2970 if (who->type == PLAYER)
2938 esrv_send_item(who, tmp2); 2971 esrv_send_item (who, tmp2);
2939 return 1; /* otherwise, an attempt to drop causes problems */ 2972 return 1; /* otherwise, an attempt to drop causes problems */
2940 break; 2973 break;
2941 case BOW: 2974 case BOW:
2942 case WAND: 2975 case WAND:
2943 case ROD: 2976 case ROD:
2944 case HORN: 2977 case HORN:
2945 clear_skill(who); 2978 clear_skill (who);
2946 new_draw_info_format(NDI_UNIQUE, 0, who, "You unready %s.",query_name(op)); 2979 new_draw_info_format (NDI_UNIQUE, 0, who, "You unready %s.", query_name (op));
2947 if(who->type==PLAYER) { 2980 if (who->type == PLAYER)
2981 {
2948 who->contr->shoottype = range_none; 2982 who->contr->shoottype = range_none;
2949 } else { 2983 }
2950 if (op->type == BOW) 2984 else
2985 {
2986 if (op->type == BOW)
2951 CLEAR_FLAG (who, FLAG_READY_BOW); 2987 CLEAR_FLAG (who, FLAG_READY_BOW);
2952 else 2988 else
2953 CLEAR_FLAG(who, FLAG_READY_RANGE); 2989 CLEAR_FLAG (who, FLAG_READY_RANGE);
2954 } 2990 }
2955 break; 2991 break;
2956 2992
2957 case BUILDER: 2993 case BUILDER:
2958 new_draw_info_format(NDI_UNIQUE, 0, who, "You unready %s.",query_name(op)); 2994 new_draw_info_format (NDI_UNIQUE, 0, who, "You unready %s.", query_name (op));
2959 who->contr->shoottype = range_none; 2995 who->contr->shoottype = range_none;
2960 who->contr->ranges[ range_builder ] = NULL; 2996 who->contr->ranges[range_builder] = NULL;
2961 break; 2997 break;
2962 2998
2963 default: 2999 default:
2964 new_draw_info_format(NDI_UNIQUE, 0, who, "You unapply %s.",query_name(op)); 3000 new_draw_info_format (NDI_UNIQUE, 0, who, "You unapply %s.", query_name (op));
2965 break; 3001 break;
2966 } 3002 }
2967 3003
2968 fix_player(who); 3004 fix_player (who);
2969 3005
2970 if ( ! (aflags & AP_NO_MERGE)) { 3006 if (!(aflags & AP_NO_MERGE))
3007 {
2971 object *tmp; 3008 object *tmp;
2972 3009
2973 tag_t del_tag = op->count;
2974 tmp = merge_ob (op, NULL); 3010 tmp = merge_ob (op, NULL);
2975 if (who->type == PLAYER) { 3011 if (who->type == PLAYER)
2976 if (tmp) { /* it was merged */ 3012 {
3013 if (tmp)
3014 { /* it was merged */
2977 esrv_del_item (who->contr, del_tag); 3015 esrv_del_item (who->contr, op->count);
2978 op = tmp; 3016 op = tmp;
2979 } 3017 }
3018
2980 esrv_send_item (who, op); 3019 esrv_send_item (who, op);
2981 } 3020 }
2982 } 3021 }
2983 return 0; 3022 return 0;
2984} 3023}
2985 3024
2986/** 3025/**
2987 * Returns the object that is using location 'loc'. 3026 * Returns the object that is using location 'loc'.
2988 * Note that 'start' is the first object to start examing - we 3027 * Note that 'start' is the first object to start examing - we
2995 * 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.
2996 * don't return invisible objects unless they are skill objects 3035 * don't return invisible objects unless they are skill objects
2997 * invisible other objects that use 3036 * invisible other objects that use
2998 * up body locations can be used as restrictions. 3037 * up body locations can be used as restrictions.
2999 */ 3038 */
3039object *
3000object *get_item_from_body_location(object *start, int loc) 3040get_item_from_body_location (object *start, int loc)
3001{ 3041{
3002 object *tmp; 3042 object *tmp;
3003 3043
3004 if (!start) return NULL; 3044 if (!start)
3005
3006 for (tmp=start; tmp; tmp=tmp->below)
3007 if (QUERY_FLAG(tmp, FLAG_APPLIED) && tmp->body_info[loc] &&
3008 (!tmp->invisible || tmp->type==SKILL)) return tmp;
3009
3010 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;
3011} 3052}
3012 3053
3013 3054
3014 3055
3015/** 3056/**
3021 * Returns 0 on success, returns 1 if there is some problem. 3062 * Returns 0 on success, returns 1 if there is some problem.
3022 * 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
3023 * 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
3024 * another function that does just that. 3065 * another function that does just that.
3025 */ 3066 */
3067int
3026int unapply_for_ob(object *who, object *op, int aflags) 3068unapply_for_ob (object *who, object *op, int aflags)
3027{ 3069{
3028 int i; 3070 int i;
3029 object *tmp=NULL, *last; 3071 object *tmp = NULL, *last;
3030 3072
3031 /* 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
3032 * 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.
3033 */ 3075 */
3034 if (op->type == WEAPON || op->type == SHIELD) { 3076 if (op->type == WEAPON || op->type == SHIELD)
3077 {
3035 for (tmp=who->inv; tmp; tmp=tmp->below) { 3078 for (tmp = who->inv; tmp; tmp = tmp->below)
3079 {
3036 if (QUERY_FLAG(tmp, FLAG_APPLIED) && tmp->type == op->type) { 3080 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == op->type)
3037 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || 3081 {
3038 (!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 {
3039 if (aflags & AP_PRINT) 3084 if (aflags & AP_PRINT)
3040 new_draw_info(NDI_UNIQUE, 0, who, query_name(tmp)); 3085 new_draw_info (NDI_UNIQUE, 0, who, query_name (tmp));
3041 else 3086 else
3042 unapply_special(who, tmp, aflags); 3087 unapply_special (who, tmp, aflags);
3043 } 3088 }
3044 else { 3089 else
3090 {
3045 /* 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.
3046 * 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
3047 * at least generate the message. 3093 * at least generate the message.
3048 */ 3094 */
3049 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));
3050 "No matter how hard you try, you just can't\nremove %s.", 3096 return 1;
3051 query_name(tmp)); 3097 }
3052 return 1;
3053 }
3054 3098
3099 }
3100 }
3055 } 3101 }
3056 }
3057 }
3058 3102
3059 for (i=0; i<NUM_BODY_LOCATIONS; i++) { 3103 for (i = 0; i < NUM_BODY_LOCATIONS; i++)
3104 {
3060 /* this used up a slot that we need to free */ 3105 /* this used up a slot that we need to free */
3061 if (op->body_info[i]) { 3106 if (op->body_info[i])
3107 {
3062 last = who->inv; 3108 last = who->inv;
3063 3109
3064 /* 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
3065 * to free up enough slots. 3111 * to free up enough slots.
3066 */ 3112 */
3067 while ((who->body_used[i] + op->body_info[i]) < 0) { 3113 while ((who->body_used[i] + op->body_info[i]) < 0)
3114 {
3068 tmp = get_item_from_body_location(last, i); 3115 tmp = get_item_from_body_location (last, i);
3069 if (!tmp) { 3116 if (!tmp)
3117 {
3070#if 0 3118#if 0
3071 /* 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
3072 * equipped. 3120 * equipped.
3073 */ 3121 */
3074 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);
3075 i, body_locations[i].save_name, who->name);
3076#endif 3123#endif
3077 return 1; 3124 return 1;
3078 } 3125 }
3079 /* 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 */
3080 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))))
3081 (!(QUERY_FLAG(tmp, FLAG_CURSED) || QUERY_FLAG(tmp, FLAG_DAMNED)))) { 3128 {
3082 if (aflags & AP_PRINT) 3129 if (aflags & AP_PRINT)
3083 new_draw_info(NDI_UNIQUE, 0, who, query_name(tmp)); 3130 new_draw_info (NDI_UNIQUE, 0, who, query_name (tmp));
3084 else 3131 else
3085 unapply_special(who, tmp, aflags); 3132 unapply_special (who, tmp, aflags);
3086 } 3133 }
3087 else { 3134 else
3135 {
3088 /* Cursed item that we can't unequip - tell the player. 3136 /* Cursed item that we can't unequip - tell the player.
3089 * 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,
3090 * 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
3091 * one cursed ring.) 3139 * one cursed ring.)
3092 */ 3140 */
3093 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));
3094 } 3142 }
3095 last = tmp->below; 3143 last = tmp->below;
3096 } 3144 }
3097 /* 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
3098 * return in the !tmp would have kicked in. 3146 * return in the !tmp would have kicked in.
3099 */ 3147 */
3100 } /* if op is using this body location */ 3148 } /* if op is using this body location */
3101 } /* for body lcoations */ 3149 } /* for body lcoations */
3102 return 0; 3150 return 0;
3103} 3151}
3104 3152
3105/** 3153/**
3106 * Checks to see if 'who' can apply object 'op'. 3154 * Checks to see if 'who' can apply object 'op'.
3107 * Returns 0 if apply can be done without anything special. 3155 * Returns 0 if apply can be done without anything special.
3111 * 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?)
3112 * 3160 *
3113 * See include/define.h for detailed description of the meaning of 3161 * See include/define.h for detailed description of the meaning of
3114 * these return values. 3162 * these return values.
3115 */ 3163 */
3164int
3116int can_apply_object(object *who, object *op) 3165can_apply_object (object *who, object *op)
3117{ 3166{
3167 if (INVOKE_OBJECT (CAN_BE_APPLIED, op, ARG_OBJECT (who)) || INVOKE_OBJECT (CAN_APPLY, who, ARG_OBJECT (op)))
3168 return RESULT_INT (0);
3169
3118 int i, retval=0; 3170 int i, retval = 0;
3119 object *tmp=NULL, *ws=NULL; 3171 object *tmp = NULL, *ws = NULL;
3120 3172
3121 /* 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
3122 * 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
3123 * 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
3124 * in place and store that way. 3176 * in place and store that way.
3125 */ 3177 */
3126 if (op->type == WEAPON || op->type == SHIELD) { 3178 if (op->type == WEAPON || op->type == SHIELD)
3179 {
3127 for (tmp=who->inv; tmp && !ws; tmp=tmp->below) { 3180 for (tmp = who->inv; tmp && !ws; tmp = tmp->below)
3181 {
3128 if (QUERY_FLAG(tmp, FLAG_APPLIED) && tmp->type == op->type) { 3182 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == op->type)
3183 {
3129 retval = CAN_APPLY_UNAPPLY; 3184 retval = CAN_APPLY_UNAPPLY;
3130 ws = tmp; 3185 ws = tmp;
3186 }
3187 }
3131 } 3188 }
3132 }
3133 }
3134
3135 3189
3190
3136 for (i=0; i<NUM_BODY_LOCATIONS; i++) { 3191 for (i = 0; i < NUM_BODY_LOCATIONS; i++)
3192 {
3137 if (op->body_info[i]) { 3193 if (op->body_info[i])
3194 {
3138 /* Item uses more slots than we have */ 3195 /* Item uses more slots than we have */
3139 if (FABS(op->body_info[i]) > who->body_info[i]) { 3196 if (FABS (op->body_info[i]) > who->body_info[i])
3197 {
3140 /* Could return now for efficiently - rest of info below isn' 3198 /* Could return now for efficiently - rest of info below isn'
3141 * really needed. 3199 * really needed.
3142 */ 3200 */
3143 retval |= CAN_APPLY_NEVER; 3201 retval |= CAN_APPLY_NEVER;
3202 }
3144 } else if ((who->body_used[i] + op->body_info[i]) < 0) { 3203 else if ((who->body_used[i] + op->body_info[i]) < 0)
3204 {
3145 /* in this case, equipping this would use more free spots than 3205 /* in this case, equipping this would use more free spots than
3146 * we have. 3206 * we have.
3147 */ 3207 */
3148 object *tmp1; 3208 object *tmp1;
3149 3209
3150 3210
3151 /* 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
3152 * 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
3153 * 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
3154 * shield equipped and try to equip another shield, there is only 3214 * shield equipped and try to equip another shield, there is only
3155 * one choice. However, the check for the number of body locations 3215 * one choice. However, the check for the number of body locations
3156 * does take into the account cases where what is being applied 3216 * does take into the account cases where what is being applied
3157 * may be two handed for example. 3217 * may be two handed for example.
3158 */ 3218 */
3159 if (ws) { 3219 if (ws)
3220 {
3160 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)
3161 retval |= CAN_APPLY_UNAPPLY; 3222 {
3162 continue; 3223 retval |= CAN_APPLY_UNAPPLY;
3163 } 3224 continue;
3164 } 3225 }
3226 }
3165 3227
3166 tmp1 = get_item_from_body_location(who->inv, i); 3228 tmp1 = get_item_from_body_location (who->inv, i);
3167 if (!tmp1) { 3229 if (!tmp1)
3230 {
3168#if 0 3231#if 0
3169 /* 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
3170 * join in with more stuff equipped than they are now allowed. 3233 * join in with more stuff equipped than they are now allowed.
3171 */ 3234 */
3172 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);
3173 i, who->name);
3174#endif 3236#endif
3175 retval |= CAN_APPLY_NEVER; 3237 retval |= CAN_APPLY_NEVER;
3176 } else { 3238 }
3239 else
3240 {
3177 /* need to unapply something. However, if this something 3241 /* need to unapply something. However, if this something
3178 * is different than we had found before, it means they need 3242 * is different than we had found before, it means they need
3179 * to apply multiple objects 3243 * to apply multiple objects
3180 */ 3244 */
3181 retval |= CAN_APPLY_UNAPPLY; 3245 retval |= CAN_APPLY_UNAPPLY;
3182 if (!tmp) tmp = tmp1; 3246 if (!tmp)
3183 else if (tmp != tmp1) { 3247 tmp = tmp1;
3184 retval |= CAN_APPLY_UNAPPLY_MULT; 3248 else if (tmp != tmp1)
3185 } 3249 {
3250 retval |= CAN_APPLY_UNAPPLY_MULT;
3251 }
3186 /* 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
3187 * 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
3188 * the slots, the player then has a choice. 3254 * the slots, the player then has a choice.
3189 */ 3255 */
3190 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]))
3191 (FABS(op->body_info[i]) < who->body_info[i]))
3192 retval |= CAN_APPLY_UNAPPLY_CHOICE; 3257 retval |= CAN_APPLY_UNAPPLY_CHOICE;
3193 3258
3194 /* Does unequippint 'tmp1' free up enough slots for this to be 3259 /* Does unequippint 'tmp1' free up enough slots for this to be
3195 * equipped? If not, there must be something else to unapply. 3260 * equipped? If not, there must be something else to unapply.
3196 */ 3261 */
3197 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)
3198 retval |= CAN_APPLY_UNAPPLY_MULT; 3263 retval |= CAN_APPLY_UNAPPLY_MULT;
3199 3264
3200 } 3265 }
3201 } /* if not enough free slots */ 3266 } /* if not enough free slots */
3202 } /* if this object uses location i */ 3267 } /* if this object uses location i */
3203 } /* for i -> num_body_locations loop */ 3268 } /* for i -> num_body_locations loop */
3204 3269
3205 /* 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
3206 * really be controlled by use of body locations. We do have 3271 * really be controlled by use of body locations. We do have
3207 * the weapon/shield checks, and the range checks for monsters, 3272 * the weapon/shield checks, and the range checks for monsters,
3208 * 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,
3209 * 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
3210 * all use the same location. 3275 * all use the same location.
3211 */ 3276 */
3212 if (op->type == WEAPON && !QUERY_FLAG(who,FLAG_USE_WEAPON)) 3277 if (op->type == WEAPON && !QUERY_FLAG (who, FLAG_USE_WEAPON))
3213 retval |= CAN_APPLY_RESTRICTION;
3214 if (op->type == SHIELD && !QUERY_FLAG(who,FLAG_USE_SHIELD))
3215 retval |= CAN_APPLY_RESTRICTION;
3216
3217
3218 if (who->type != PLAYER) {
3219 if ((op->type == WAND || op->type == HORN || op->type==ROD)
3220 && !QUERY_FLAG(who, FLAG_USE_RANGE))
3221 retval |= CAN_APPLY_RESTRICTION;
3222 if (op->type == BOW && !QUERY_FLAG(who, FLAG_USE_BOW))
3223 retval |= CAN_APPLY_RESTRICTION; 3278 retval |= CAN_APPLY_RESTRICTION;
3224 if (op->type == RING && !QUERY_FLAG(who, FLAG_USE_RING)) 3279 if (op->type == SHIELD && !QUERY_FLAG (who, FLAG_USE_SHIELD))
3225 retval |= CAN_APPLY_RESTRICTION; 3280 retval |= CAN_APPLY_RESTRICTION;
3226 if (op->type == BOW && !QUERY_FLAG(who, FLAG_USE_BOW)) 3281
3282
3283 if (who->type != PLAYER)
3284 {
3285 if ((op->type == WAND || op->type == HORN || op->type == ROD) && !QUERY_FLAG (who, FLAG_USE_RANGE))
3227 retval |= CAN_APPLY_RESTRICTION; 3286 retval |= CAN_APPLY_RESTRICTION;
3287 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW))
3288 retval |= CAN_APPLY_RESTRICTION;
3289 if (op->type == RING && !QUERY_FLAG (who, FLAG_USE_RING))
3290 retval |= CAN_APPLY_RESTRICTION;
3291 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW))
3292 retval |= CAN_APPLY_RESTRICTION;
3228 } 3293 }
3229 return retval; 3294 return retval;
3230} 3295}
3231 3296
3232 3297
3233 3298
3234/** 3299/**
3235 * 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.
3236 * 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,
3237 * 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
3251 * 3316 *
3252 * Usage example: apply_special (who, op, AP_UNAPPLY | AP_IGNORE_CURSE) 3317 * Usage example: apply_special (who, op, AP_UNAPPLY | AP_IGNORE_CURSE)
3253 * 3318 *
3254 * apply_special() doesn't check for unpaid items. 3319 * apply_special() doesn't check for unpaid items.
3255 */ 3320 */
3321int
3256int apply_special (object *who, object *op, int aflags) 3322apply_special (object *who, object *op, int aflags)
3257{ 3323{
3258 int basic_flag = aflags & AP_BASIC_FLAGS; 3324 int basic_flag = aflags & AP_BASIC_FLAGS;
3259 object *tmp, *tmp2, *skop=NULL; 3325 object *tmp, *tmp2, *skop = NULL;
3260 int i; 3326 int i;
3261 3327
3262 if(who==NULL) { 3328 if (who == NULL)
3329 {
3263 LOG(llevError,"apply_special() from object without environment.\n"); 3330 LOG (llevError, "apply_special() from object without environment.\n");
3264 return 1; 3331 return 1;
3265 } 3332 }
3266 3333
3267 if(op->env!=who) 3334 if (op->env != who)
3268 return 1; /* op is not in inventory */ 3335 return 1; /* op is not in inventory */
3269 3336
3270 /* trying to unequip op */ 3337 /* trying to unequip op */
3271 if (QUERY_FLAG(op,FLAG_APPLIED)) { 3338 if (QUERY_FLAG (op, FLAG_APPLIED))
3339 {
3272 /* always apply, so no reason to unapply */ 3340 /* always apply, so no reason to unapply */
3273 if (basic_flag == AP_APPLY) return 0; 3341 if (basic_flag == AP_APPLY)
3342 return 0;
3274 3343
3275 if ( ! (aflags & AP_IGNORE_CURSE) 3344 if (!(aflags & AP_IGNORE_CURSE) && (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)))
3276 && (QUERY_FLAG(op, FLAG_CURSED) || QUERY_FLAG(op, FLAG_DAMNED))) { 3345 {
3277 new_draw_info_format(NDI_UNIQUE, 0, who, 3346 new_draw_info_format (NDI_UNIQUE, 0, who, "No matter how hard you try, you just can't\nremove %s.", query_name (op));
3278 "No matter how hard you try, you just can't\nremove %s.",
3279 query_name(op));
3280 return 1; 3347 return 1;
3281 } 3348 }
3282 return unapply_special(who, op, aflags); 3349 return unapply_special (who, op, aflags);
3283 } 3350 }
3284 3351
3285 if (basic_flag == AP_UNAPPLY) return 0; 3352 if (basic_flag == AP_UNAPPLY)
3353 return 0;
3286 3354
3287 i = can_apply_object(who, op); 3355 i = can_apply_object (who, op);
3288 3356
3289 /* Can't just apply this object. Lets see what not and what to do */ 3357 /* Can't just apply this object. Lets see what not and what to do */
3290 if (i) { 3358 if (i)
3359 {
3291 if (i & CAN_APPLY_NEVER) { 3360 if (i & CAN_APPLY_NEVER)
3361 {
3292 new_draw_info_format(NDI_UNIQUE, 0, who, "You don't have the body to use a %s\n", query_name(op)); 3362 new_draw_info_format (NDI_UNIQUE, 0, who, "You don't have the body to use a %s\n", query_name (op));
3293 return 1; 3363 return 1;
3364 }
3294 } else if (i & CAN_APPLY_RESTRICTION) { 3365 else if (i & CAN_APPLY_RESTRICTION)
3366 {
3295 new_draw_info_format(NDI_UNIQUE, 0, who, "You have a prohibition against using a %s\n", query_name(op)); 3367 new_draw_info_format (NDI_UNIQUE, 0, who, "You have a prohibition against using a %s\n", query_name (op));
3296 return 1; 3368 return 1;
3297 } 3369 }
3298 if (who->type != PLAYER) { 3370 if (who->type != PLAYER)
3371 {
3299 /* Some error, so don't try to equip something more */ 3372 /* Some error, so don't try to equip something more */
3300 if (unapply_for_ob(who, op, aflags)) return 1; 3373 if (unapply_for_ob (who, op, aflags))
3301 } else { 3374 return 1;
3302 if (who->contr->unapply == unapply_never || 3375 }
3303 (i & CAN_APPLY_UNAPPLY_CHOICE && who->contr->unapply == unapply_nochoice)) { 3376 else
3377 {
3378 if (who->contr->unapply == unapply_never || (i & CAN_APPLY_UNAPPLY_CHOICE && who->contr->unapply == unapply_nochoice))
3379 {
3304 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):");
3305 unapply_for_ob(who, op, AP_PRINT); 3381 unapply_for_ob (who, op, AP_PRINT);
3306 return 1; 3382 return 1;
3307 } 3383 }
3308 else if (who->contr->unapply == unapply_always || !(i & CAN_APPLY_UNAPPLY_CHOICE)) { 3384 else if (who->contr->unapply == unapply_always || !(i & CAN_APPLY_UNAPPLY_CHOICE))
3385 {
3309 i = unapply_for_ob(who, op, aflags); 3386 i = unapply_for_ob (who, op, aflags);
3310 if (i) return 1; 3387 if (i)
3388 return 1;
3389 }
3390 }
3311 } 3391 }
3312 }
3313 }
3314 if (op->skill && op->type != SKILL && op->type != SKILL_TOOL) { 3392 if (op->skill && op->type != SKILL && op->type != SKILL_TOOL)
3393 {
3315 skop=find_skill_by_name(who, op->skill); 3394 skop = find_skill_by_name (who, op->skill);
3316 if (!skop) { 3395 if (!skop)
3396 {
3317 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);
3318 return 1; 3398 return 1;
3319 } else { 3399 }
3400 else
3401 {
3320 /* While experience will be credited properly, we want to change the 3402 /* While experience will be credited properly, we want to change the
3321 * skill so that the dam and wc get updated 3403 * skill so that the dam and wc get updated
3322 */ 3404 */
3323 change_skill(who, skop, 0); 3405 change_skill (who, skop, 0);
3324 } 3406 }
3407 }
3408
3409 if (who->type == PLAYER && op->item_power && (op->item_power + who->contr->item_power) > (settings.item_power_factor * who->level))
3325 } 3410 {
3326
3327 if (who->type == PLAYER && op->item_power &&
3328 (op->item_power + who->contr->item_power) > (settings.item_power_factor * who->level)) {
3329 new_draw_info(NDI_UNIQUE, 0, who, "Equipping that combined with other items would consume your soul!"); 3411 new_draw_info (NDI_UNIQUE, 0, who, "Equipping that combined with other items would consume your soul!");
3330 return 1; 3412 return 1;
3331 } 3413 }
3332
3333 3414
3415
3334 /* Ok. We are now at the state where we can apply the new object. 3416 /* Ok. We are now at the state where we can apply the new object.
3335 * Note that we don't have the checks for can_use_... 3417 * Note that we don't have the checks for can_use_...
3336 * below - that is already taken care of by can_apply_object. 3418 * below - that is already taken care of by can_apply_object.
3337 */ 3419 */
3338
3339 3420
3421
3340 if(op->nrof > 1) 3422 if (op->nrof > 1)
3341 tmp = get_split_ob(op,op->nrof - 1); 3423 tmp = get_split_ob (op, op->nrof - 1);
3342 else 3424 else
3343 tmp = NULL; 3425 tmp = NULL;
3344 3426
3427 if (INVOKE_OBJECT (BE_READY, op, ARG_OBJECT (who)) || INVOKE_OBJECT (READY, who, ARG_OBJECT (op)))
3428 return RESULT_INT (0);
3429
3345 switch(op->type) { 3430 switch (op->type)
3431 {
3346 case WEAPON: 3432 case WEAPON:
3347 if (!check_weapon_power(who, op->last_eat)) { 3433 if (!check_weapon_power (who, op->last_eat))
3348 new_draw_info(NDI_UNIQUE, 0,who, 3434 {
3349 "That weapon is too powerful for you to use."); 3435 new_draw_info (NDI_UNIQUE, 0, who, "That weapon is too powerful for you to use.");
3350 new_draw_info(NDI_UNIQUE, 0, who, "It would consume your soul!."); 3436 new_draw_info (NDI_UNIQUE, 0, who, "It would consume your soul!.");
3351 if(tmp!=NULL) 3437 if (tmp != NULL)
3352 (void) insert_ob_in_ob(tmp,who); 3438 (void) insert_ob_in_ob (tmp, who);
3353 return 1; 3439 return 1;
3354 } 3440 }
3355 if( op->level && (strncmp(op->name,who->name,strlen(who->name)))) { 3441 if (op->level && (strncmp (op->name, who->name, strlen (who->name))))
3442 {
3356 /* 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. */
3357 /* (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) */
3358 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.");
3359 if(tmp!=NULL) 3446 if (tmp != NULL)
3360 (void) insert_ob_in_ob(tmp,who); 3447 (void) insert_ob_in_ob (tmp, who);
3361 return 1; 3448 return 1;
3362 } 3449 }
3363 SET_FLAG(op, FLAG_APPLIED); 3450 SET_FLAG (op, FLAG_APPLIED);
3364 3451
3365 if (skop) change_skill(who, skop, 1); 3452 if (skop)
3453 change_skill (who, skop, 1);
3366 if(!QUERY_FLAG(who,FLAG_READY_WEAPON)) 3454 if (!QUERY_FLAG (who, FLAG_READY_WEAPON))
3367 SET_FLAG(who, FLAG_READY_WEAPON); 3455 SET_FLAG (who, FLAG_READY_WEAPON);
3368 3456
3369 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));
3370 3458
3371 (void) change_abil (who,op); 3459 (void) change_abil (who, op);
3372 /* GROS: update the current_weapon_script field (used with EVENT_ATTACK for weapons) */
3373 /*if ((evt = find_event(op, EVENT_ATTACK)) != NULL) {
3374 LOG(llevDebug, "Scripting Weapon wielded\n");
3375 if (who->current_weapon_script) free_string(who->current_weapon_script);
3376 who->current_weapon_script=add_string(query_name(op));
3377 }
3378 who->current_weapon = op;*/
3379 break; 3460 break;
3380 3461
3381 case ARMOUR: 3462 case ARMOUR:
3382 case HELMET: 3463 case HELMET:
3383 case SHIELD: 3464 case SHIELD:
3384 case BOOTS: 3465 case BOOTS:
3385 case GLOVES: 3466 case GLOVES:
3386 case GIRDLE: 3467 case GIRDLE:
3387 case BRACERS: 3468 case BRACERS:
3388 case CLOAK: 3469 case CLOAK:
3389 case RING: 3470 case RING:
3390 case AMULET: 3471 case AMULET:
3391 SET_FLAG(op, FLAG_APPLIED); 3472 SET_FLAG (op, FLAG_APPLIED);
3392 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));
3393 (void) change_abil (who,op); 3474 (void) change_abil (who, op);
3394 break; 3475 break;
3395 case LAMP: 3476 case LAMP:
3396 if (op->stats.food < 1) { 3477 if (op->stats.food < 1)
3478 {
3397 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);
3398 " fuel!", op->name); 3480 return 1;
3399 return 1; 3481 }
3400 }
3401 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);
3402 op->name);
3403 tmp2 = arch_to_object(op->other_arch); 3483 tmp2 = arch_to_object (op->other_arch);
3404 tmp2->stats.food = op->stats.food; 3484 tmp2->stats.food = op->stats.food;
3405 SET_FLAG(tmp2, FLAG_APPLIED); 3485 SET_FLAG (tmp2, FLAG_APPLIED);
3406 if (QUERY_FLAG(op, FLAG_INV_LOCKED)) 3486 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
3407 SET_FLAG(tmp2, FLAG_INV_LOCKED); 3487 SET_FLAG (tmp2, FLAG_INV_LOCKED);
3408 insert_ob_in_ob(tmp2, who); 3488 insert_ob_in_ob (tmp2, who);
3409 3489
3410 /* Remove the old lantern */ 3490 /* Remove the old lantern */
3411 if (who->type == PLAYER) 3491 if (who->type == PLAYER)
3412 esrv_del_item(who->contr, (tag_t)op->count); 3492 esrv_del_item (who->contr, op->count);
3493
3413 remove_ob(op); 3494 remove_ob (op);
3414 free_object(op); 3495 free_object (op);
3415 3496
3416 /* insert the portion that was split off */ 3497 /* insert the portion that was split off */
3417 if(tmp!=NULL) { 3498 if (tmp != NULL)
3499 {
3418 (void) insert_ob_in_ob(tmp,who); 3500 (void) insert_ob_in_ob (tmp, who);
3419 if(who->type==PLAYER) 3501 if (who->type == PLAYER)
3420 esrv_send_item(who, tmp); 3502 esrv_send_item (who, tmp);
3421 } 3503 }
3422 fix_player(who); 3504 fix_player (who);
3423 if (QUERY_FLAG(op, FLAG_CURSED) || QUERY_FLAG(op, FLAG_DAMNED)) { 3505 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
3506 {
3424 if (who->type == PLAYER) { 3507 if (who->type == PLAYER)
3508 {
3425 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!");
3426 SET_FLAG(tmp2, FLAG_KNOWN_CURSED); 3510 SET_FLAG (tmp2, FLAG_KNOWN_CURSED);
3427 } 3511 }
3428 } 3512 }
3429 if(who->type==PLAYER) 3513 if (who->type == PLAYER)
3430 esrv_send_item(who, tmp2); 3514 esrv_send_item (who, tmp2);
3431 return 0; 3515 return 0;
3432 break; 3516 break;
3433 3517
3434 /* this part is needed for skill-tools */ 3518 /* this part is needed for skill-tools */
3435 case SKILL: 3519 case SKILL:
3436 case SKILL_TOOL: 3520 case SKILL_TOOL:
3437 if (who->chosen_skill) { 3521 if (who->chosen_skill)
3522 {
3438 LOG (llevError, "BUG: apply_special(): can't apply two skills\n"); 3523 LOG (llevError, "BUG: apply_special(): can't apply two skills\n");
3439 return 1; 3524 return 1;
3440 } 3525 }
3441 if (who->type == PLAYER) { 3526 if (who->type == PLAYER)
3527 {
3442 who->contr->shoottype = range_skill; 3528 who->contr->shoottype = range_skill;
3443 who->contr->ranges[range_skill] = op; 3529 who->contr->ranges[range_skill] = op;
3444 if ( ! op->invisible) { 3530 if (!op->invisible)
3531 {
3445 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.", 3532 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.", query_name (op));
3446 query_name (op)); 3533 new_draw_info_format (NDI_UNIQUE, 0, who, "You can now use the skill: %s.", &op->skill);
3447 new_draw_info_format (NDI_UNIQUE, 0, who, 3534 }
3448 "You can now use the skill: %s.", 3535 else
3449 op->skill); 3536 {
3450 } else { 3537 new_draw_info_format (NDI_UNIQUE, 0, who, "Readied skill: %s.", op->skill ? &op->skill : &op->name);
3451 new_draw_info_format (NDI_UNIQUE, 0, who, "Readied skill: %s.", 3538 }
3452 op->skill? op->skill:op->name); 3539 }
3453 }
3454 }
3455 SET_FLAG (op, FLAG_APPLIED); 3540 SET_FLAG (op, FLAG_APPLIED);
3456 (void) change_abil (who, op); 3541 (void) change_abil (who, op);
3457 who->chosen_skill = op; 3542 who->chosen_skill = op;
3458 SET_FLAG (who, FLAG_READY_SKILL); 3543 SET_FLAG (who, FLAG_READY_SKILL);
3459 break; 3544 break;
3460 3545
3461 case BOW: 3546 case BOW:
3462 if (!check_weapon_power(who, op->last_eat)) { 3547 if (!check_weapon_power (who, op->last_eat))
3463 new_draw_info(NDI_UNIQUE, 0, who, 3548 {
3464 "That item is too powerful for you to use."); 3549 new_draw_info (NDI_UNIQUE, 0, who, "That item is too powerful for you to use.");
3465 new_draw_info(NDI_UNIQUE, 0, who, "It would consume your soul!."); 3550 new_draw_info (NDI_UNIQUE, 0, who, "It would consume your soul!.");
3466 if(tmp != NULL) 3551 if (tmp != NULL)
3467 (void)insert_ob_in_ob(tmp,who); 3552 (void) insert_ob_in_ob (tmp, who);
3468 return 1; 3553 return 1;
3469 } 3554 }
3470 if( op->level && (strncmp(op->name,who->name,strlen(who->name)))) { 3555 if (op->level && (strncmp (op->name, who->name, strlen (who->name))))
3471 new_draw_info(NDI_UNIQUE, 0, who, 3556 {
3472 "The weapon does not recognize you as its owner."); 3557 new_draw_info (NDI_UNIQUE, 0, who, "The weapon does not recognize you as its owner.");
3473 if(tmp != NULL) 3558 if (tmp != NULL)
3474 (void)insert_ob_in_ob(tmp,who); 3559 (void) insert_ob_in_ob (tmp, who);
3475 return 1; 3560 return 1;
3476 } 3561 }
3477 /*FALLTHROUGH*/ 3562 /*FALLTHROUGH*/ case WAND:
3478 case WAND: 3563 case ROD:
3479 case ROD: 3564 case HORN:
3480 case HORN:
3481 /* check for skill, alter player status */ 3565 /* check for skill, alter player status */
3482 SET_FLAG(op, FLAG_APPLIED); 3566 SET_FLAG (op, FLAG_APPLIED);
3483 if (skop) change_skill(who, skop, 0); 3567 if (skop)
3568 change_skill (who, skop, 0);
3484 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.", query_name(op)); 3569 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.", query_name (op));
3485 3570
3486 if(who->type==PLAYER) { 3571 if (who->type == PLAYER)
3487 if (op->type == BOW) { 3572 {
3573 if (op->type == BOW)
3574 {
3488 (void)change_abil(who, op); 3575 (void) change_abil (who, op);
3489 new_draw_info_format (NDI_UNIQUE, 0, who, 3576 new_draw_info_format (NDI_UNIQUE, 0, who,
3490 "You will now fire %s with %s.", 3577 "You will now fire %s with %s.", op->race ? &op->race : "nothing", query_name (op));
3491 op->race ? op->race : "nothing", query_name(op));
3492 who->contr->shoottype = range_bow; 3578 who->contr->shoottype = range_bow;
3493 } else { 3579 }
3580 else
3581 {
3494 who->contr->shoottype = range_misc; 3582 who->contr->shoottype = range_misc;
3495 } 3583 }
3496 } else { 3584 }
3497 if (op->type == BOW) 3585 else
3586 {
3587 if (op->type == BOW)
3498 SET_FLAG (who, FLAG_READY_BOW); 3588 SET_FLAG (who, FLAG_READY_BOW);
3499 else 3589 else
3500 SET_FLAG (who, FLAG_READY_RANGE); 3590 SET_FLAG (who, FLAG_READY_RANGE);
3501 } 3591 }
3502 break; 3592 break;
3503 3593
3504 case BUILDER: 3594 case BUILDER:
3505 if ( who->contr->ranges[ range_builder ] ) 3595 if (who->contr->ranges[range_builder])
3506 unapply_special( who, who->contr->ranges[ range_builder ], 0 ); 3596 unapply_special (who, who->contr->ranges[range_builder], 0);
3507 who->contr->shoottype = range_builder; 3597 who->contr->shoottype = range_builder;
3508 who->contr->ranges[ range_builder ] = op; 3598 who->contr->ranges[range_builder] = op;
3509 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));
3510 break; 3600 break;
3511 3601
3512 default: 3602 default:
3513 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));
3514 } /* end of switch op->type */ 3604 } /* end of switch op->type */
3515 3605
3516 SET_FLAG(op, FLAG_APPLIED); 3606 SET_FLAG (op, FLAG_APPLIED);
3517 3607
3518 if(tmp!=NULL) 3608 if (tmp != NULL)
3519 tmp = insert_ob_in_ob(tmp,who); 3609 tmp = insert_ob_in_ob (tmp, who);
3520 3610
3521 fix_player(who); 3611 fix_player (who);
3522 3612
3523 /* We exclude spell casting objects. The fire code will set the 3613 /* We exclude spell casting objects. The fire code will set the
3524 * been applied flag when they are used - until that point, 3614 * been applied flag when they are used - until that point,
3525 * you don't know anything about them. 3615 * you don't know anything about them.
3526 */ 3616 */
3527 if (who->type == PLAYER && op->type!=WAND && op->type!=HORN && 3617 if (who->type == PLAYER && op->type != WAND && op->type != HORN && op->type != ROD)
3528 op->type!=ROD)
3529 SET_FLAG(op,FLAG_BEEN_APPLIED); 3618 SET_FLAG (op, FLAG_BEEN_APPLIED);
3530 3619
3531 if (QUERY_FLAG(op, FLAG_CURSED) || QUERY_FLAG(op, FLAG_DAMNED)) { 3620 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
3621 {
3532 if (who->type == PLAYER) { 3622 if (who->type == PLAYER)
3623 {
3533 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!");
3534 SET_FLAG(op,FLAG_KNOWN_CURSED); 3625 SET_FLAG (op, FLAG_KNOWN_CURSED);
3535 } 3626 }
3536 } 3627 }
3537 if(who->type==PLAYER) { 3628 if (who->type == PLAYER)
3629 {
3538 /* if multiple objects were applied, update both slots */ 3630 /* if multiple objects were applied, update both slots */
3539 if (tmp) 3631 if (tmp)
3540 esrv_send_item(who, tmp); 3632 esrv_send_item (who, tmp);
3541 esrv_send_item(who, op); 3633 esrv_send_item (who, op);
3542 } 3634 }
3543 return 0; 3635 return 0;
3544} 3636}
3545 3637
3546 3638
3639int
3547int monster_apply_special (object *who, object *op, int aflags) 3640monster_apply_special (object *who, object *op, int aflags)
3548{ 3641{
3549 if (QUERY_FLAG (op, FLAG_UNPAID) && ! QUERY_FLAG (op, FLAG_APPLIED)) 3642 if (QUERY_FLAG (op, FLAG_UNPAID) && !QUERY_FLAG (op, FLAG_APPLIED))
3550 return 1; 3643 return 1;
3551 return apply_special (who, op, aflags); 3644 return apply_special (who, op, aflags);
3552} 3645}
3553 3646
3554/** 3647/**
3555 * Map was just loaded, handle op's initialisation. 3648 * Map was just loaded, handle op's initialisation.
3556 * 3649 *
3557 * Generates shop floor's item, and treasures. 3650 * Generates shop floor's item, and treasures.
3558 */ 3651 */
3652int
3559int auto_apply (object *op) { 3653auto_apply (object *op)
3654{
3560 object *tmp = NULL, *tmp2; 3655 object *tmp = NULL, *tmp2;
3561 int i; 3656 int i;
3562 3657
3563 switch(op->type) { 3658 switch (op->type)
3659 {
3564 case SHOP_FLOOR: 3660 case SHOP_FLOOR:
3565 if (!HAS_RANDOM_ITEMS(op)) return 0; 3661 if (!HAS_RANDOM_ITEMS (op))
3566 do { 3662 return 0;
3567 i=10; /* let's give it 10 tries */ 3663 do
3664 {
3665 i = 10; /* let's give it 10 tries */
3568 while((tmp=generate_treasure(op->randomitems, 3666 while ((tmp = generate_treasure (op->randomitems,
3569 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);
3570 if(tmp==NULL) 3668 if (tmp == NULL)
3571 return 0; 3669 return 0;
3572 if(QUERY_FLAG(tmp, FLAG_CURSED) || QUERY_FLAG(tmp, FLAG_DAMNED)) { 3670 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
3573 free_object(tmp); 3671 {
3574 tmp = NULL; 3672 free_object (tmp);
3575 } 3673 tmp = NULL;
3576 } while(!tmp); 3674 }
3675 }
3676 while (!tmp);
3577 tmp->x=op->x; 3677 tmp->x = op->x;
3578 tmp->y=op->y; 3678 tmp->y = op->y;
3579 SET_FLAG(tmp,FLAG_UNPAID); 3679 SET_FLAG (tmp, FLAG_UNPAID);
3580 insert_ob_in_map(tmp,op->map,NULL,0); 3680 insert_ob_in_map (tmp, op->map, NULL, 0);
3581 CLEAR_FLAG(op,FLAG_AUTO_APPLY); 3681 CLEAR_FLAG (op, FLAG_AUTO_APPLY);
3582 identify(tmp); 3682 identify (tmp);
3583 break; 3683 break;
3584 3684
3585 case TREASURE: 3685 case TREASURE:
3586 if (QUERY_FLAG(op,FLAG_IS_A_TEMPLATE)) 3686 if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
3587 return 0; 3687 return 0;
3588 while ((op->stats.hp--)>0) 3688 while ((op->stats.hp--) > 0)
3589 create_treasure(op->randomitems, op, op->map?GT_ENVIRONMENT:0, 3689 create_treasure (op->randomitems, op, op->map ? GT_ENVIRONMENT : 0,
3590 op->stats.exp ? (int)op->stats.exp : 3690 op->stats.exp ? (int) op->stats.exp : op->map == NULL ? 14 : op->map->difficulty, 0);
3591 op->map == NULL ? 14: op->map->difficulty,0);
3592 3691
3593 /* 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,
3594 * 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
3595 * to disappear. An example of this item is the random_* stuff 3694 * to disappear. An example of this item is the random_* stuff
3596 * that is put inside other objects. 3695 * that is put inside other objects.
3597 */ 3696 */
3598 for (tmp=op->inv; tmp; tmp=tmp2) { 3697 for (tmp = op->inv; tmp; tmp = tmp2)
3599 tmp2 = tmp->below; 3698 {
3600 remove_ob(tmp); 3699 tmp2 = tmp->below;
3601 if (op->env) insert_ob_in_ob(tmp, op->env); 3700 remove_ob (tmp);
3602 else free_object(tmp); 3701 if (op->env)
3702 insert_ob_in_ob (tmp, op->env);
3703 else
3704 free_object (tmp);
3705 }
3706 remove_ob (op);
3707 free_object (op);
3708 break;
3603 } 3709 }
3604 remove_ob(op);
3605 free_object(op);
3606 break;
3607 }
3608 return tmp ? 1 : 0; 3710 return tmp ? 1 : 0;
3609} 3711}
3610 3712
3611/** 3713/**
3612 * 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
3613 * when an original map is loaded) and performs special actions for 3715 * when an original map is loaded) and performs special actions for
3614 * certain objects (most initialization of chests and creation of 3716 * certain objects (most initialization of chests and creation of
3615 * treasures and stuff). Calls auto_apply if appropriate. 3717 * treasures and stuff). Calls auto_apply if appropriate.
3616 */ 3718 */
3617 3719void
3618void fix_auto_apply(mapstruct *m) { 3720fix_auto_apply (maptile *m)
3721{
3619 object *tmp,*above=NULL; 3722 object *tmp, *above = NULL;
3620 int x,y; 3723 int x, y;
3621 3724
3622 if(m==NULL) return; 3725 if (m == NULL)
3726 return;
3623 3727
3624 for(x=0;x<MAP_WIDTH(m);x++) 3728 for (x = 0; x < MAP_WIDTH (m); x++)
3625 for(y=0;y<MAP_HEIGHT(m);y++) 3729 for (y = 0; y < MAP_HEIGHT (m); y++)
3626 for(tmp=get_map_ob(m,x,y);tmp!=NULL;tmp=above) { 3730 for (tmp = get_map_ob (m, x, y); tmp != NULL; tmp = above)
3627 above=tmp->above; 3731 {
3732 above = tmp->above;
3628 3733
3629 if (tmp->inv) { 3734 if (tmp->inv)
3735 {
3630 object *invtmp, *invnext; 3736 object *invtmp, *invnext;
3631 3737
3632 for (invtmp=tmp->inv; invtmp != NULL; invtmp = invnext) { 3738 for (invtmp = tmp->inv; invtmp != NULL; invtmp = invnext)
3633 invnext = invtmp->below; 3739 {
3740 invnext = invtmp->below;
3634 3741
3635 if(QUERY_FLAG(invtmp,FLAG_AUTO_APPLY)) 3742 if (QUERY_FLAG (invtmp, FLAG_AUTO_APPLY))
3636 auto_apply(invtmp); 3743 auto_apply (invtmp);
3637 else if(invtmp->type==TREASURE && HAS_RANDOM_ITEMS(invtmp)) { 3744 else if (invtmp->type == TREASURE && HAS_RANDOM_ITEMS (invtmp))
3638 while ((invtmp->stats.hp--)>0) 3745 {
3639 create_treasure(invtmp->randomitems, invtmp, 0, 3746 while ((invtmp->stats.hp--) > 0)
3640 m->difficulty,0); 3747 create_treasure (invtmp->randomitems, invtmp, 0, m->difficulty, 0);
3641 invtmp->randomitems = NULL; 3748
3642 } 3749 invtmp->randomitems = NULL;
3643 else if (invtmp && invtmp->arch && 3750 }
3644 invtmp->type!=TREASURE && 3751 else if (invtmp && invtmp->arch
3645 invtmp->type != SPELL && 3752 && invtmp->type != TREASURE && invtmp->type != SPELL && invtmp->type != CLASS && HAS_RANDOM_ITEMS (invtmp))
3646 invtmp->type != CLASS && 3753 {
3647 HAS_RANDOM_ITEMS(invtmp)) { 3754 create_treasure (invtmp->randomitems, invtmp, 0, m->difficulty, 0);
3648 create_treasure(invtmp->randomitems, invtmp, 0,
3649 m->difficulty,0);
3650 /* Need to clear this so that we never try to create 3755 /* Need to clear this so that we never try to create
3651 * treasure again for this object 3756 * treasure again for this object
3652 */ 3757 */
3653 invtmp->randomitems = NULL; 3758 invtmp->randomitems = NULL;
3654 } 3759 }
3655 } 3760 }
3656 /* This is really temporary - the code at the bottom will 3761 /* This is really temporary - the code at the bottom will
3657 * also set randomitems to null. The problem is there are bunches 3762 * also set randomitems to null. The problem is there are bunches
3658 * of maps/players already out there with items that have spells 3763 * of maps/players already out there with items that have spells
3659 * which haven't had the randomitems set to null yet. 3764 * which haven't had the randomitems set to null yet.
3660 * MSW 2004-05-13 3765 * MSW 2004-05-13
3661 * 3766 *
3662 * 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,
3663 * else you get two spells in the book ^_- 3768 * else you get two spells in the book ^_-
3664 * Ryo 2004-08-16 3769 * Ryo 2004-08-16
3665 */ 3770 */
3666 if (tmp->type == WAND || tmp->type == ROD || tmp->type == SCROLL || 3771 if (tmp->type == WAND || tmp->type == ROD || tmp->type == SCROLL
3667 tmp->type == HORN || tmp->type == FIREWALL || tmp->type == POTION || 3772 || tmp->type == HORN || tmp->type == FIREWALL || tmp->type == POTION || tmp->type == ALTAR || tmp->type == SPELLBOOK)
3668 tmp->type == ALTAR || tmp->type == SPELLBOOK)
3669 tmp->randomitems = NULL; 3773 tmp->randomitems = NULL;
3670 3774
3671 } 3775 }
3672 3776
3673 if(QUERY_FLAG(tmp,FLAG_AUTO_APPLY)) 3777 if (QUERY_FLAG (tmp, FLAG_AUTO_APPLY))
3674 auto_apply(tmp); 3778 auto_apply (tmp);
3675 else if((tmp->type==TREASURE || (tmp->type==CONTAINER))&& HAS_RANDOM_ITEMS(tmp)) { 3779 else if ((tmp->type == TREASURE || (tmp->type == CONTAINER)) && HAS_RANDOM_ITEMS (tmp))
3780 {
3676 while ((tmp->stats.hp--)>0) 3781 while ((tmp->stats.hp--) > 0)
3677 create_treasure(tmp->randomitems, tmp, 0, 3782 create_treasure (tmp->randomitems, tmp, 0, m->difficulty, 0);
3678 m->difficulty,0);
3679 tmp->randomitems = NULL; 3783 tmp->randomitems = NULL;
3680 } 3784 }
3681 else if(tmp->type==TIMED_GATE) { 3785 else if (tmp->type == TIMED_GATE)
3786 {
3682 object *head = tmp->head != NULL ? tmp->head : tmp; 3787 object *head = tmp->head != NULL ? tmp->head : tmp;
3788
3683 if (QUERY_FLAG(head, FLAG_IS_LINKED)) { 3789 if (QUERY_FLAG (head, FLAG_IS_LINKED))
3684 tmp->speed = 0; 3790 {
3685 update_ob_speed(tmp); 3791 tmp->speed = 0;
3686 } 3792 update_ob_speed (tmp);
3687 } 3793 }
3794 }
3688 /* This function can be called everytime a map is loaded, even when 3795 /* This function can be called everytime a map is loaded, even when
3689 * swapping back in. As such, we don't want to create the treasure 3796 * swapping back in. As such, we don't want to create the treasure
3690 * over and ove again, so after we generate the treasure, blank out 3797 * over and ove again, so after we generate the treasure, blank out
3691 * randomitems so if it is swapped in again, it won't make anything. 3798 * randomitems so if it is swapped in again, it won't make anything.
3692 * 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
3693 * which say how many times to make the treasure. 3800 * which say how many times to make the treasure.
3694 */ 3801 */
3695 else if(tmp && tmp->arch && tmp->type!=PLAYER && tmp->type!=TREASURE && 3802 else if (tmp && tmp->arch && tmp->type != PLAYER
3696 tmp->type != SPELL && tmp->type != PLAYER_CHANGER && tmp->type != CLASS && 3803 && tmp->type != TREASURE && tmp->type != SPELL
3697 HAS_RANDOM_ITEMS(tmp)) { 3804 && tmp->type != PLAYER_CHANGER && tmp->type != CLASS && HAS_RANDOM_ITEMS (tmp))
3805 {
3698 create_treasure(tmp->randomitems, tmp, GT_APPLY, 3806 create_treasure (tmp->randomitems, tmp, GT_APPLY, m->difficulty, 0);
3699 m->difficulty,0);
3700 tmp->randomitems = NULL; 3807 tmp->randomitems = NULL;
3701 } 3808 }
3702 } 3809 }
3703 3810
3704 for(x=0;x<MAP_WIDTH(m);x++) 3811 for (x = 0; x < MAP_WIDTH (m); x++)
3705 for(y=0;y<MAP_HEIGHT(m);y++) 3812 for (y = 0; y < MAP_HEIGHT (m); y++)
3706 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)
3707 if (tmp->above &&
3708 (tmp->type == TRIGGER_BUTTON || tmp->type == TRIGGER_PEDESTAL)) 3814 if (tmp->above && (tmp->type == TRIGGER_BUTTON || tmp->type == TRIGGER_PEDESTAL))
3709 check_trigger (tmp, tmp->above); 3815 check_trigger (tmp, tmp->above);
3710} 3816}
3711 3817
3712/** 3818/**
3713 * Handles player eating food that temporarily changes status (resistances, stats). 3819 * Handles player eating food that temporarily changes status (resistances, stats).
3714 * This used to call cast_change_attr(), but 3820 * This used to call cast_change_attr(), but
3715 * 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
3716 * the food changes, just grab a force and use that instead. 3822 * the food changes, just grab a force and use that instead.
3717 */ 3823 */
3718 3824
3825void
3719void eat_special_food(object *who, object *food) { 3826eat_special_food (object *who, object *food)
3827{
3720 object *force; 3828 object *force;
3721 int i, did_one=0; 3829 int i, did_one = 0;
3722 sint8 k; 3830 sint8 k;
3723 3831
3724 force = get_archetype(FORCE_NAME); 3832 force = get_archetype (FORCE_NAME);
3725 3833
3726 for (i=0; i < NUM_STATS; i++) { 3834 for (i = 0; i < NUM_STATS; i++)
3835 {
3727 k = get_attr_value(&food->stats, i); 3836 k = get_attr_value (&food->stats, i);
3728 if (k) { 3837 if (k)
3838 {
3729 set_attr_value(&force->stats, i, k); 3839 set_attr_value (&force->stats, i, k);
3730 did_one = 1; 3840 did_one = 1;
3731 } 3841 }
3732 } 3842 }
3733 3843
3734 /* check if we can protect the eater */ 3844 /* check if we can protect the eater */
3735 for (i=0; i<NROFATTACKS; i++) { 3845 for (i = 0; i < NROFATTACKS; i++)
3846 {
3736 if (food->resist[i]>0) { 3847 if (food->resist[i] > 0)
3848 {
3737 force->resist[i] = food->resist[i] / 2; 3849 force->resist[i] = food->resist[i] / 2;
3738 did_one = 1; 3850 did_one = 1;
3739 } 3851 }
3740 } 3852 }
3741 if (did_one) { 3853 if (did_one)
3854 {
3742 force->speed = 0.1; 3855 force->speed = 0.1;
3743 update_ob_speed(force); 3856 update_ob_speed (force);
3744 /* bigger morsel of food = longer effect time */ 3857 /* bigger morsel of food = longer effect time */
3745 force->stats.food = food->stats.food / 5; 3858 force->stats.food = food->stats.food / 5;
3746 SET_FLAG(force, FLAG_IS_USED_UP); 3859 SET_FLAG (force, FLAG_IS_USED_UP);
3747 SET_FLAG(force, FLAG_APPLIED); 3860 SET_FLAG (force, FLAG_APPLIED);
3748 change_abil(who, force); 3861 change_abil (who, force);
3749 insert_ob_in_ob(force, who); 3862 insert_ob_in_ob (force, who);
3750 } else { 3863 }
3864 else
3865 {
3751 free_object(force); 3866 free_object (force);
3752 } 3867 }
3753 3868
3754 /* check for hp, sp change */ 3869 /* check for hp, sp change */
3755 if(food->stats.hp!=0) { 3870 if (food->stats.hp != 0)
3871 {
3756 if(QUERY_FLAG(food, FLAG_CURSED)) { 3872 if (QUERY_FLAG (food, FLAG_CURSED))
3873 {
3757 strcpy(who->contr->killer,food->name); 3874 strcpy (who->contr->killer, food->name);
3758 hit_player(who, food->stats.hp, food, AT_POISON, 1); 3875 hit_player (who, food->stats.hp, food, AT_POISON, 1);
3759 new_draw_info(NDI_UNIQUE, 0,who,"Eck!...that was poisonous!"); 3876 new_draw_info (NDI_UNIQUE, 0, who, "Eck!...that was poisonous!");
3760 } else { 3877 }
3878 else
3879 {
3761 if(food->stats.hp>0) 3880 if (food->stats.hp > 0)
3762 new_draw_info(NDI_UNIQUE, 0,who,"You begin to feel better."); 3881 new_draw_info (NDI_UNIQUE, 0, who, "You begin to feel better.");
3763 else 3882 else
3764 new_draw_info(NDI_UNIQUE, 0,who,"Eck!...that was poisonous!"); 3883 new_draw_info (NDI_UNIQUE, 0, who, "Eck!...that was poisonous!");
3765 who->stats.hp += food->stats.hp; 3884 who->stats.hp += food->stats.hp;
3766 } 3885 }
3767 } 3886 }
3768 if(food->stats.sp!=0) { 3887 if (food->stats.sp != 0)
3888 {
3769 if(QUERY_FLAG(food, FLAG_CURSED)) { 3889 if (QUERY_FLAG (food, FLAG_CURSED))
3890 {
3770 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!");
3771 who->stats.sp -= food->stats.sp; 3892 who->stats.sp -= food->stats.sp;
3772 if(who->stats.sp<0) who->stats.sp=0; 3893 if (who->stats.sp < 0)
3773 } else { 3894 who->stats.sp = 0;
3895 }
3896 else
3897 {
3774 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!");
3775 who->stats.sp += food->stats.sp; 3899 who->stats.sp += food->stats.sp;
3776 /* place limit on max sp from food? */ 3900 /* place limit on max sp from food? */
3901 }
3777 } 3902 }
3778 }
3779 fix_player(who); 3903 fix_player (who);
3780} 3904}
3781 3905
3782 3906
3783/** 3907/**
3784 * Designed primarily to light torches/lanterns/etc. 3908 * Designed primarily to light torches/lanterns/etc.
3785 * 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
3786 * the selected object to "burn". -b.t. 3910 * the selected object to "burn". -b.t.
3787 */ 3911 */
3788 3912
3913void
3789void apply_lighter(object *who, object *lighter) { 3914apply_lighter (object *who, object *lighter)
3915{
3790 object *item; 3916 object *item;
3791 int is_player_env=0; 3917 int is_player_env = 0;
3792 uint32 nrof;
3793 tag_t count;
3794 char item_name[MAX_BUF]; 3918 char item_name[MAX_BUF];
3795 3919
3796 item=find_marked_object(who); 3920 item = find_marked_object (who);
3797 if(item) { 3921 if (item)
3922 {
3798 if(lighter->last_eat && lighter->stats.food) { /* lighter gets used up */ 3923 if (lighter->last_eat && lighter->stats.food)
3924 { /* lighter gets used up */
3799 /* Split multiple lighters if they're being used up. Otherwise * 3925 /* Split multiple lighters if they're being used up. Otherwise *
3800 * one charge from each would be used up. --DAMN */ 3926 * one charge from each would be used up. --DAMN */
3801 if(lighter->nrof > 1) { 3927 if (lighter->nrof > 1)
3928 {
3802 object *oneLighter = get_object(); 3929 object *oneLighter = get_object ();
3930
3803 copy_object(lighter, oneLighter); 3931 copy_object (lighter, oneLighter);
3804 lighter->nrof -= 1; 3932 lighter->nrof -= 1;
3805 oneLighter->nrof = 1; 3933 oneLighter->nrof = 1;
3806 oneLighter->stats.food--; 3934 oneLighter->stats.food--;
3807 esrv_send_item(who, lighter); 3935 esrv_send_item (who, lighter);
3808 oneLighter=insert_ob_in_ob(oneLighter, who); 3936 oneLighter = insert_ob_in_ob (oneLighter, who);
3809 esrv_send_item(who, oneLighter); 3937 esrv_send_item (who, oneLighter);
3810 } else { 3938 }
3939 else
3811 lighter->stats.food--; 3940 lighter->stats.food--;
3812 } 3941 }
3813 3942 else if (lighter->last_eat)
3814 } else if(lighter->last_eat) { /* no charges left in lighter */ 3943 { /* no charges left in lighter */
3815 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);
3816 "You attempt to light the %s with a used up %s.",
3817 item->name, lighter->name);
3818 return; 3945 return;
3819 } 3946 }
3820 /* 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?
3821 * 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
3822 * objects at once. 3949 * objects at once.
3823 */ 3950 */
3824 nrof=item->nrof;
3825 count=item->count;
3826 /* 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
3827 * 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
3828 * some sense. 3953 * some sense.
3829 */ 3954 */
3830 strcpy(item_name, item->name); 3955 strcpy (item_name, item->name);
3831 if (who == is_player_inv(item)) is_player_env=1; 3956 if (who == is_player_inv (item))
3957 is_player_env = 1;
3832 3958
3833 save_throw_object(item,AT_FIRE,who); 3959 save_throw_object (item, AT_FIRE, who);
3834 /* Change to check count and not freed, since the object pointer 3960 /* Change to check count and not freed, since the object pointer
3835 * may have gotten recycled 3961 * may have gotten recycled
3836 */ 3962 */
3837 if ((nrof != item->nrof ) || (count != item->count)) { 3963 if (item->destroyed ())
3838 new_draw_info_format(NDI_UNIQUE, 0,who, 3964 {
3839 "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);
3840 /* Need to update the player so that the players glow radius 3966 /* Need to update the player so that the players glow radius
3841 * gets changed. 3967 * gets changed.
3842 */ 3968 */
3843 if (is_player_env) fix_player(who); 3969 if (is_player_env)
3844 } else { 3970 fix_player (who);
3845 new_draw_info_format(NDI_UNIQUE, 0,who, 3971 }
3846 "You attempt to light the %s with the %s and fail.",item->name,lighter->name); 3972 else
3847 } 3973 new_draw_info_format (NDI_UNIQUE, 0, who, "You attempt to light the %s with the %s and fail.", &item->name, &lighter->name);
3848 3974 }
3849 } else /* nothing to light */ 3975 else /* nothing to light */
3850 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.");
3851 3977
3852} 3978}
3853 3979
3854/** 3980/**
3855 * 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.
3856 * scroll_failure()- hacked directly from spell_failure 3982 * scroll_failure()- hacked directly from spell_failure
3857 */ 3983 */
3984void
3858void scroll_failure(object *op, int failure, int power) 3985scroll_failure (object *op, int failure, int power)
3859{ 3986{
3860 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 */
3861 3989
3862 if(failure<= -1&&failure > -15) {/* wonder */ 3990 if (failure <= -1 && failure > -15)
3991 { /* wonder */
3863 object *tmp; 3992 object *tmp;
3864 3993
3865 new_draw_info(NDI_UNIQUE, 0,op,"Your spell warps!."); 3994 new_draw_info (NDI_UNIQUE, 0, op, "Your spell warps!.");
3866 tmp=get_archetype(SPELL_WONDER); 3995 tmp = get_archetype (SPELL_WONDER);
3867 cast_wonder(op, op, 0, tmp); 3996 cast_wonder (op, op, 0, tmp);
3868 free_object(tmp); 3997 free_object (tmp);
3998 }
3869 } else if (failure <= -15&&failure > -35) {/* drain mana */ 3999 else if (failure <= -15 && failure > -35)
4000 { /* drain mana */
3870 new_draw_info(NDI_UNIQUE, 0,op,"Your mana is drained!."); 4001 new_draw_info (NDI_UNIQUE, 0, op, "Your mana is drained!.");
3871 op->stats.sp -= random_roll(0, power-1, op, PREFER_LOW); 4002 op->stats.sp -= random_roll (0, power - 1, op, PREFER_LOW);
3872 if(op->stats.sp<0) op->stats.sp = 0; 4003 if (op->stats.sp < 0)
4004 op->stats.sp = 0;
4005 }
3873 } else if (settings.spell_failure_effects == TRUE) { 4006 else if (settings.spell_failure_effects == TRUE)
3874 if (failure <= -35&&failure > -60) { /* confusion */ 4007 {
4008 if (failure <= -35 && failure > -60)
4009 { /* confusion */
3875 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!");
3876 confuse_player(op,op,power); 4011 confuse_player (op, op, power);
3877 } else if (failure <= -60&&failure> -70) {/* paralysis */ 4012 }
4013 else if (failure <= -60 && failure > -70)
4014 { /* paralysis */
3878 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!");
3879 "you!");
3880 paralyze_player(op,op,power); 4016 paralyze_player (op, op, power);
4017 }
3881 } else if (failure <= -70&&failure> -80) {/* blind */ 4018 else if (failure <= -70 && failure > -80)
4019 { /* blind */
3882 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!");
3883 blind_player(op,op,power); 4021 blind_player (op, op, power);
3884 } else if (failure <= -80) {/* blast the immediate area */ 4022 }
4023 else if (failure <= -80)
4024 { /* blast the immediate area */
3885 object *tmp; 4025 object *tmp;
4026
3886 tmp=get_archetype(LOOSE_MANA); 4027 tmp = get_archetype (LOOSE_MANA);
3887 cast_magic_storm(op,tmp, power); 4028 cast_magic_storm (op, tmp, power);
3888 new_draw_info(NDI_UNIQUE, 0,op,"You unlease uncontrolled mana!"); 4029 new_draw_info (NDI_UNIQUE, 0, op, "You unlease uncontrolled mana!");
3889 free_object(tmp); 4030 free_object (tmp);
3890 } 4031 }
3891 } 4032 }
3892} 4033}
3893 4034
4035void
3894void apply_changes_to_player(object *pl, object *change) { 4036apply_changes_to_player (object *pl, object *change)
4037{
3895 int excess_stat=0; /* if the stat goes over the maximum 4038 int excess_stat = 0; /* if the stat goes over the maximum
3896 for the race, put the excess stat some 4039 for the race, put the excess stat some
3897 where else. */ 4040 where else. */
3898 4041
3899 switch (change->type) { 4042 switch (change->type)
3900 case CLASS: { 4043 {
4044 case CLASS:
4045 {
3901 living *stats = &(pl->contr->orig_stats); 4046 living *stats = &(pl->contr->orig_stats);
3902 living *ns = &(change->stats); 4047 living *ns = &(change->stats);
3903 object *walk; 4048 object *walk;
3904 int flag_change_face=1; 4049 int flag_change_face = 1;
3905 4050
3906 /* the following code assigns stats up to the stat max 4051 /* the following code assigns stats up to the stat max
3907 * for the race, and if the stat max is exceeded, 4052 * for the race, and if the stat max is exceeded,
3908 * tries to randomly reassign the excess stat 4053 * tries to randomly reassign the excess stat
3909 */ 4054 */
3910 int i,j; 4055 int i, j;
4056
3911 for(i=0;i<NUM_STATS;i++) { 4057 for (i = 0; i < NUM_STATS; i++)
4058 {
3912 sint8 stat=get_attr_value(stats,i); 4059 sint8 stat = get_attr_value (stats, i);
3913 int race_bonus = get_attr_value(&(pl->arch->clone.stats),i); 4060 int race_bonus = get_attr_value (&(pl->arch->clone.stats), i);
4061
3914 stat += get_attr_value(ns,i); 4062 stat += get_attr_value (ns, i);
3915 if(stat > 20 + race_bonus) { 4063 if (stat > 20 + race_bonus)
3916 excess_stat++; 4064 {
3917 stat = 20+race_bonus; 4065 excess_stat++;
3918 } 4066 stat = 20 + race_bonus;
4067 }
3919 set_attr_value(stats,i,stat); 4068 set_attr_value (stats, i, stat);
3920 } 4069 }
3921 4070
3922 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++)
3923 int i = rndm(0, 6); 4072 { /* try 100 times to assign excess stats */
4073 int i = rndm (0, 6);
3924 int stat=get_attr_value(stats,i); 4074 int stat = get_attr_value (stats, i);
3925 int race_bonus = get_attr_value(&(pl->arch->clone.stats),i); 4075 int race_bonus = get_attr_value (&(pl->arch->clone.stats), i);
3926 if(i==CHA) continue; /* exclude cha from this */ 4076
3927 if( stat < 20 + race_bonus) { 4077 if (i == CHA)
4078 continue; /* exclude cha from this */
4079 if (stat < 20 + race_bonus)
4080 {
3928 change_attr_value(stats,i,1); 4081 change_attr_value (stats, i, 1);
3929 excess_stat--; 4082 excess_stat--;
3930 } 4083 }
3931 } 4084 }
3932 4085
3933 /* insert the randomitems from the change's treasurelist into 4086 /* insert the randomitems from the change's treasurelist into
3934 * the player ref: player.c 4087 * the player ref: player.c
3935 */ 4088 */
3936 if(change->randomitems!=NULL) 4089 if (change->randomitems != NULL)
3937 give_initial_items(pl,change->randomitems); 4090 give_initial_items (pl, change->randomitems);
3938 4091
3939 4092
3940 /* set up the face, for some races. */ 4093 /* set up the face, for some races. */
3941 4094
3942 /* first, look for the force object banning 4095 /* first, look for the force object banning
3943 * changing the face. Certain races never change face with class. 4096 * changing the face. Certain races never change face with class.
3944 */ 4097 */
3945 for(walk=pl->inv;walk!=NULL;walk=walk->below) 4098 for (walk = pl->inv; walk != NULL; walk = walk->below)
3946 if (!strcmp(walk->name,"NOCLASSFACECHANGE")) flag_change_face=0; 4099 if (!strcmp (walk->name, "NOCLASSFACECHANGE"))
4100 flag_change_face = 0;
3947 4101
3948 if(flag_change_face) { 4102 if (flag_change_face)
4103 {
3949 pl->animation_id = GET_ANIM_ID(change); 4104 pl->animation_id = GET_ANIM_ID (change);
3950 pl->face = change->face; 4105 pl->face = change->face;
3951 4106
3952 if(QUERY_FLAG(change,FLAG_ANIMATE)) 4107 if (QUERY_FLAG (change, FLAG_ANIMATE))
3953 SET_FLAG(pl,FLAG_ANIMATE); 4108 SET_FLAG (pl, FLAG_ANIMATE);
3954 else 4109 else
3955 CLEAR_FLAG(pl,FLAG_ANIMATE); 4110 CLEAR_FLAG (pl, FLAG_ANIMATE);
3956 } 4111 }
3957 4112
3958 /* check the special case of can't use weapons */ 4113 /* check the special case of can't use weapons */
3959 /*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); */
3960 if(!strcmp(change->name,"monk")) CLEAR_FLAG(pl,FLAG_USE_WEAPON); 4115 if (!strcmp (change->name, "monk"))
4116 CLEAR_FLAG (pl, FLAG_USE_WEAPON);
3961 4117
3962 break; 4118 break;
3963 } 4119 }
3964 } 4120 }
3965} 4121}
3966 4122
3967/** 4123/**
3968 * This handles items of type 'transformer'. 4124 * This handles items of type 'transformer'.
3972 * 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.
3973 * The format is as follow: transformer:[number ]yield[;transformer:...]. 4129 * The format is as follow: transformer:[number ]yield[;transformer:...].
3974 * 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.
3975 * 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.
3976 */ 4132 */
4133void
3977void apply_item_transformer( object* pl, object* transformer ) 4134apply_item_transformer (object *pl, object *transformer)
3978 { 4135{
3979 object* marked; 4136 object *marked;
3980 object* new_item; 4137 object *new_item;
3981 char* find; 4138 char *find;
3982 char* separator; 4139 char *separator;
3983 int yield; 4140 int yield;
3984 char got[ MAX_BUF ]; 4141 char got[MAX_BUF];
3985 int len; 4142 int len;
3986 4143
3987 if ( !pl || !transformer ) 4144 if (!pl || !transformer)
3988 return; 4145 return;
3989 marked = find_marked_object( pl ); 4146 marked = find_marked_object (pl);
3990 if ( !marked ) 4147 if (!marked)
3991 { 4148 {
3992 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));
3993 return; 4150 return;
3994 } 4151 }
3995 if ( !marked->slaying ) 4152 if (!marked->slaying)
3996 { 4153 {
3997 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));
3998 return; 4155 return;
3999 } 4156 }
4000 /* check whether they are compatible or not */ 4157 /* check whether they are compatible or not */
4001 find = strstr( marked->slaying, transformer->arch->name ); 4158 find = strstr (marked->slaying, transformer->arch->name);
4002 if ( !find || ( *( find + strlen( transformer->arch->name ) ) != ':' ) ) 4159 if (!find || (*(find + strlen (transformer->arch->name)) != ':'))
4003 { 4160 {
4004 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));
4005 return; 4162 return;
4006 } 4163 }
4007 find += strlen( transformer->arch->name ) + 1; 4164 find += strlen (transformer->arch->name) + 1;
4008 /* 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 */
4009 if ( isdigit( *( find ) ) ) 4166 if (isdigit (*(find)))
4010 { 4167 {
4011 yield = atoi( find ); 4168 yield = atoi (find);
4012 if ( yield < 1 ) 4169 if (yield < 1)
4013 { 4170 {
4014 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);
4015 yield = 1; 4172 yield = 1;
4016 } 4173 }
4017 } 4174 }
4018 else 4175 else
4019 yield = 1; 4176 yield = 1;
4020 4177
4021 while ( isdigit( *find ) ) 4178 while (isdigit (*find))
4022 find++; 4179 find++;
4023 while ( *find == ' ' ) 4180 while (*find == ' ')
4024 find++; 4181 find++;
4025 memset( got, 0, MAX_BUF ); 4182 memset (got, 0, MAX_BUF);
4026 if ( (separator = strchr( find, ';' ))!=NULL) 4183 if ((separator = strchr (find, ';')) != NULL)
4027 { 4184 {
4028 len = separator - find; 4185 len = separator - find;
4029 } 4186 }
4030 else 4187 else
4031 { 4188 {
4032 len = strlen(find); 4189 len = strlen (find);
4033 } 4190 }
4034 if ( len > MAX_BUF-1) 4191 if (len > MAX_BUF - 1)
4035 len = MAX_BUF-1; 4192 len = MAX_BUF - 1;
4036 strcpy( got, find ); 4193 strcpy (got, find);
4037 got[len] = '\0'; 4194 got[len] = '\0';
4038 4195
4039 /* Now create new item, remove used ones when required. */ 4196 /* Now create new item, remove used ones when required. */
4040 new_item = get_archetype( got ); 4197 new_item = get_archetype (got);
4041 if ( !new_item ) 4198 if (!new_item)
4042 { 4199 {
4043 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));
4044 return; 4201 return;
4045 } 4202 }
4203
4046 new_item->nrof = yield; 4204 new_item->nrof = yield;
4047 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));
4048 insert_ob_in_ob( new_item, pl ); 4206 insert_ob_in_ob (new_item, pl);
4049 esrv_send_inventory( pl, pl ); 4207 esrv_send_inventory (pl, pl);
4050 /* Eat up one item */ 4208 /* Eat up one item */
4051 decrease_ob_nr( marked, 1 ); 4209 decrease_ob_nr (marked, 1);
4052 /* Eat one transformer if needed */ 4210 /* Eat one transformer if needed */
4053 if ( transformer->stats.food ) 4211 if (transformer->stats.food)
4054 if ( --transformer->stats.food == 0 ) 4212 if (--transformer->stats.food == 0)
4055 decrease_ob_nr( transformer, 1 ); 4213 decrease_ob_nr (transformer, 1);
4056 } 4214}

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