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/cvs/deliantra/server/server/apply.C
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Comparing deliantra/server/server/apply.C (file contents):
Revision 1.13 by root, Tue Aug 29 07:34:00 2006 UTC vs.
Revision 1.38 by root, Tue Dec 12 22:37:05 2006 UTC

1/*
2 * static char *rcsid_apply_c =
3 * "$Id: apply.C,v 1.13 2006/08/29 07:34:00 root Exp $";
4 */
5/* 1/*
6 CrossFire, A Multiplayer game for X-windows 2 CrossFire, A Multiplayer game for X-windows
7 3
8 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 4 Copyright (C) 2001 Mark Wedel & Crossfire Development Team
9 Copyright (C) 1992 Frank Tore Johansen 5 Copyright (C) 1992 Frank Tore Johansen
20 16
21 You should have received a copy of the GNU General Public License 17 You should have received a copy of the GNU General Public License
22 along with this program; if not, write to the Free Software 18 along with this program; if not, write to the Free Software
23 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
24 20
25 The authors can be reached via e-mail to crossfire-devel@real-time.com 21 The authors can be reached via e-mail to <crossfire@schmorp.de>
26*/ 22*/
27 23
28#include <global.h> 24#include <global.h>
29#include <living.h> 25#include <living.h>
30#include <spells.h> 26#include <spells.h>
31#include <skills.h> 27#include <skills.h>
32#include <tod.h> 28#include <tod.h>
33 29
34#ifndef __CEXTRACT__ 30#ifndef __CEXTRACT__
35#include <sproto.h> 31# include <sproto.h>
36#endif 32#endif
37 33
38/* Want this regardless of rplay. */ 34/* Want this regardless of rplay. */
39#include <sounds.h> 35#include <sounds.h>
40 36
43 39
44/** 40/**
45 * Check if op should abort moving victim because of it's race or slaying. 41 * Check if op should abort moving victim because of it's race or slaying.
46 * Returns 1 if it should abort, returns 0 if it should continue. 42 * Returns 1 if it should abort, returns 0 if it should continue.
47 */ 43 */
44int
48int should_director_abort(object *op, object *victim) 45should_director_abort (object *op, object *victim)
49{ 46{
50 int arch_flag, name_flag, race_flag; 47 int arch_flag, name_flag, race_flag;
48
51 /* Get flags to determine what of arch, name, and race should be checked. 49 /* Get flags to determine what of arch, name, and race should be checked.
52 * This is stored in subtype, and is a bitmask, the LSB is the arch flag, 50 * This is stored in subtype, and is a bitmask, the LSB is the arch flag,
53 * the next is the name flag, and the last is the race flag. Also note, 51 * the next is the name flag, and the last is the race flag. Also note,
54 * if subtype is set to zero, that also goes to defaults of all affecting 52 * if subtype is set to zero, that also goes to defaults of all affecting
55 * it. Examples: 53 * it. Examples:
56 * subtype 1: only arch 54 * subtype 1: only arch
57 * subtype 3: arch or name 55 * subtype 3: arch or name
58 * subtype 5: arch or race 56 * subtype 5: arch or race
59 * subtype 7: all three 57 * subtype 7: all three
60 */ 58 */
61 if (op->subtype) 59 if (op->subtype)
62 { 60 {
63 arch_flag = (op->subtype & 1); 61 arch_flag = (op->subtype & 1);
64 name_flag = (op->subtype & 2); 62 name_flag = (op->subtype & 2);
65 race_flag = (op->subtype & 4); 63 race_flag = (op->subtype & 4);
66 } else { 64 }
65 else
66 {
67 arch_flag = 1; 67 arch_flag = 1;
68 name_flag = 1; 68 name_flag = 1;
69 race_flag = 1; 69 race_flag = 1;
70 } 70 }
71 /* If the director has race set, only affect objects with a arch, 71 /* If the director has race set, only affect objects with a arch,
72 * name or race that matches. 72 * name or race that matches.
73 */ 73 */
74 if ( (op->race) && 74 if ((op->race) &&
75 ((!(victim->arch && arch_flag && victim->arch->name) || strcmp(op->race, victim->arch->name))) && 75 ((!(victim->arch && arch_flag && victim->arch->name) || strcmp (op->race, victim->arch->name))) &&
76 ((!(victim->name && name_flag) || strcmp(op->race, victim->name))) && 76 ((!(victim->name && name_flag) || strcmp (op->race, victim->name))) &&
77 ((!(victim->race && race_flag) || strcmp(op->race, victim->race))) ) { 77 ((!(victim->race && race_flag) || strcmp (op->race, victim->race))))
78 {
78 return 1; 79 return 1;
79 } 80 }
80 /* If the director has slaying set, only affect objects where none 81 /* If the director has slaying set, only affect objects where none
81 * of arch, name, or race match. 82 * of arch, name, or race match.
82 */ 83 */
83 if ( (op->slaying) && (
84 ((victim->arch && arch_flag && victim->arch->name && !strcmp(op->slaying, victim->arch->name))) || 84 if ((op->slaying) && (((victim->arch && arch_flag && victim->arch->name && !strcmp (op->slaying, victim->arch->name))) ||
85 ((victim->name && name_flag && !strcmp(op->slaying, victim->name))) || 85 ((victim->name && name_flag && !strcmp (op->slaying, victim->name))) ||
86 ((victim->race && race_flag && !strcmp(op->slaying, victim->race)))) ) { 86 ((victim->race && race_flag && !strcmp (op->slaying, victim->race)))))
87 {
87 return 1; 88 return 1;
88 } 89 }
89 return 0; 90 return 0;
90} 91}
91 92
92/** 93/**
93 * This handles a player dropping money on an altar to identify stuff. 94 * This handles a player dropping money on an altar to identify stuff.
94 * It'll identify marked item, if none all items up to dropped money. 95 * It'll identify marked item, if none all items up to dropped money.
95 * Return value: 1 if money was destroyed, 0 if not. 96 * Return value: 1 if money was destroyed, 0 if not.
96 */ 97 */
98static int
97static int apply_id_altar (object *money, object *altar, object *pl) 99apply_id_altar (object *money, object *altar, object *pl)
98{ 100{
99 object *id, *marked; 101 object *id, *marked;
100 int success=0; 102 int success = 0;
101 103
102 if (pl == NULL || pl->type != PLAYER) 104 if (pl == NULL || pl->type != PLAYER)
103 return 0; 105 return 0;
104 106
105 /* Check for MONEY type is a special hack - it prevents 'nothing needs 107 /* Check for MONEY type is a special hack - it prevents 'nothing needs
106 * identifying' from being printed out more than it needs to be. 108 * identifying' from being printed out more than it needs to be.
107 */ 109 */
108 if ( ! check_altar_sacrifice (altar, money) || money->type != MONEY) 110 if (!check_altar_sacrifice (altar, money) || money->type != MONEY)
109 return 0; 111 return 0;
110 112
111 marked = find_marked_object (pl); 113 marked = find_marked_object (pl);
112 /* if the player has a marked item, identify that if it needs to be 114 /* if the player has a marked item, identify that if it needs to be
113 * identified. IF it doesn't, then go through the player inventory. 115 * identified. IF it doesn't, then go through the player inventory.
114 */ 116 */
115 if (marked && ! QUERY_FLAG (marked, FLAG_IDENTIFIED) 117 if (marked && !QUERY_FLAG (marked, FLAG_IDENTIFIED) && need_identify (marked))
116 && need_identify (marked))
117 { 118 {
118 if (operate_altar (altar, &money)) { 119 if (operate_altar (altar, &money))
120 {
119 identify (marked); 121 identify (marked);
120 new_draw_info_format(NDI_UNIQUE, 0, pl, 122 new_draw_info_format (NDI_UNIQUE, 0, pl, "You have %s.", long_desc (marked, pl));
121 "You have %s.", long_desc(marked, pl));
122 if (marked->msg) { 123 if (marked->msg)
124 {
123 new_draw_info(NDI_UNIQUE, 0,pl, "The item has a story:"); 125 new_draw_info (NDI_UNIQUE, 0, pl, "The item has a story:");
124 new_draw_info(NDI_UNIQUE, 0,pl, marked->msg); 126 new_draw_info (NDI_UNIQUE, 0, pl, marked->msg);
127 }
128 return money == NULL;
129 }
125 } 130 }
126 return money == NULL;
127 }
128 }
129 131
130 for (id=pl->inv; id; id=id->below) { 132 for (id = pl->inv; id; id = id->below)
133 {
131 if (!QUERY_FLAG(id, FLAG_IDENTIFIED) && !id->invisible && 134 if (!QUERY_FLAG (id, FLAG_IDENTIFIED) && !id->invisible && need_identify (id))
132 need_identify(id)) { 135 {
133 if (operate_altar(altar,&money)) { 136 if (operate_altar (altar, &money))
134 identify(id); 137 {
135 new_draw_info_format(NDI_UNIQUE, 0, pl, 138 identify (id);
136 "You have %s.", long_desc(id, pl)); 139 new_draw_info_format (NDI_UNIQUE, 0, pl, "You have %s.", long_desc (id, pl));
137 if (id->msg) { 140 if (id->msg)
141 {
138 new_draw_info(NDI_UNIQUE, 0,pl, "The item has a story:"); 142 new_draw_info (NDI_UNIQUE, 0, pl, "The item has a story:");
139 new_draw_info(NDI_UNIQUE, 0,pl, id->msg); 143 new_draw_info (NDI_UNIQUE, 0, pl, id->msg);
140 } 144 }
141 success=1; 145 success = 1;
142 /* If no more money, might as well quit now */ 146 /* If no more money, might as well quit now */
143 if (money == NULL || ! check_altar_sacrifice (altar,money)) 147 if (money == NULL || !check_altar_sacrifice (altar, money))
144 break; 148 break;
145 } 149 }
146 else { 150 else
151 {
147 LOG(llevError,"check_id_altar: Couldn't do sacrifice when we should have been able to\n"); 152 LOG (llevError, "check_id_altar: Couldn't do sacrifice when we should have been able to\n");
148 break; 153 break;
149 } 154 }
150 } 155 }
151 } 156 }
157 if (!success)
152 if (!success) new_draw_info(NDI_UNIQUE, 0,pl,"You have nothing that needs identifying"); 158 new_draw_info (NDI_UNIQUE, 0, pl, "You have nothing that needs identifying");
153 return money == NULL; 159 return money == NULL;
154} 160}
155 161
156/** 162/**
157 * This checks whether the object has a "on_use_yield" field, and if so generated and drops 163 * This checks whether the object has a "on_use_yield" field, and if so generated and drops
158 * matching item. 164 * matching item.
159 **/ 165 **/
166static void
160static void handle_apply_yield(object* tmp) 167handle_apply_yield (object *tmp)
161{ 168{
162 const char* yield; 169 const char *yield;
163 170
164 yield = get_ob_key_value(tmp,"on_use_yield"); 171 yield = get_ob_key_value (tmp, "on_use_yield");
165 if (yield != NULL) 172 if (yield != NULL)
166 { 173 {
167 object* drop = get_archetype(yield); 174 object *drop = get_archetype (yield);
175
168 if (tmp->env) 176 if (tmp->env)
169 { 177 {
170 drop = insert_ob_in_ob(drop,tmp->env); 178 drop = insert_ob_in_ob (drop, tmp->env);
171 if (tmp->env->type == PLAYER) 179 if (tmp->env->type == PLAYER)
172 esrv_send_item(tmp->env,drop); 180 esrv_send_item (tmp->env, drop);
173 } 181 }
174 else 182 else
175 { 183 {
176 drop->x = tmp->x; 184 drop->x = tmp->x;
177 drop->y = tmp->y; 185 drop->y = tmp->y;
178 insert_ob_in_map(drop,tmp->map,tmp,INS_BELOW_ORIGINATOR); 186 insert_ob_in_map (drop, tmp->map, tmp, INS_BELOW_ORIGINATOR);
179 } 187 }
180 } 188 }
181} 189}
182 190
183/** 191/**
184 * Handles applying a potion. 192 * Handles applying a potion.
185 */ 193 */
194int
186int apply_potion (object * op, object * tmp) 195apply_potion (object *op, object *tmp)
187{ 196{
188 int got_one = 0, i; 197 int got_one = 0, i;
189 object *force = 0, *floor = 0; 198 object *force = 0, *floor = 0;
190 199
191 floor = get_map_ob (op->map, op->x, op->y); 200 floor = get_map_ob (op->map, op->x, op->y);
192 201
193 if (get_map_flags(op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE) 202 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE)
194 { 203 {
195 if (op->type == PLAYER) 204 if (op->type == PLAYER)
196 new_draw_info (NDI_UNIQUE, 0, op,
197 "Gods prevent you from using this here, it's sacred ground!" 205 new_draw_info (NDI_UNIQUE, 0, op, "Gods prevent you from using this here, it's sacred ground!");
198 );
199 CLEAR_FLAG (tmp, FLAG_APPLIED); 206 CLEAR_FLAG (tmp, FLAG_APPLIED);
200 return 0; 207 return 0;
201 } 208 }
202 209
203 if (op->type == PLAYER) 210 if (op->type == PLAYER)
204 {
205 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED)) 211 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
206 identify (tmp); 212 identify (tmp);
207 }
208 213
209 handle_apply_yield (tmp); 214 handle_apply_yield (tmp);
210 215
211 /* Potion of restoration - only for players */ 216 /* Potion of restoration - only for players */
212 if (op->type == PLAYER && (tmp->attacktype & AT_DEPLETE)) 217 if (op->type == PLAYER && (tmp->attacktype & AT_DEPLETE))
219 drain_stat (op); 224 drain_stat (op);
220 fix_player (op); 225 fix_player (op);
221 decrease_ob (tmp); 226 decrease_ob (tmp);
222 return 1; 227 return 1;
223 } 228 }
229
224 if ((at = find_archetype (ARCH_DEPLETION)) == NULL) 230 if ((at = archetype::find (ARCH_DEPLETION)) == NULL)
225 { 231 {
226 LOG (llevError, "Could not find archetype depletion\n"); 232 LOG (llevError, "Could not find archetype depletion\n");
227 return 0; 233 return 0;
228 } 234 }
229 depl = present_arch_in_ob (at, op); 235 depl = present_arch_in_ob (at, op);
236
230 if (depl != NULL) 237 if (depl != NULL)
231 { 238 {
232 for (i = 0; i < NUM_STATS; i++) 239 for (i = 0; i < NUM_STATS; i++)
233 if (get_attr_value (&depl->stats, i)) 240 if (get_attr_value (&depl->stats, i))
234 {
235 new_draw_info (NDI_UNIQUE, 0, op, restore_msg[i]); 241 new_draw_info (NDI_UNIQUE, 0, op, restore_msg[i]);
236 } 242
237 remove_ob (depl); 243 depl->destroy ();
238 free_object (depl);
239 fix_player (op); 244 fix_player (op);
240 } 245 }
241 else 246 else
242 new_draw_info (NDI_UNIQUE, 0, op, "You potion had no effect."); 247 new_draw_info (NDI_UNIQUE, 0, op, "You potion had no effect.");
243 248
246 } 251 }
247 252
248 /* improvement potion - only for players */ 253 /* improvement potion - only for players */
249 if (op->type == PLAYER && tmp->attacktype & AT_GODPOWER) 254 if (op->type == PLAYER && tmp->attacktype & AT_GODPOWER)
250 { 255 {
251
252 for (i = 1; i < MIN (11, op->level); i++) 256 for (i = 1; i < MIN (11, op->level); i++)
253 { 257 {
254 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 258 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
255 { 259 {
256 if (op->contr->levhp[i] != 1) 260 if (op->contr->levhp[i] != 1)
286 op->contr->levgrace[i] = 3; 290 op->contr->levgrace[i] = 3;
287 break; 291 break;
288 } 292 }
289 } 293 }
290 } 294 }
295
291 /* Just makes checking easier */ 296 /* Just makes checking easier */
292 if (i < MIN (11, op->level)) 297 if (i < MIN (11, op->level))
293 got_one = 1; 298 got_one = 1;
299
294 if (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED)) 300 if (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED))
295 { 301 {
296 if (got_one) 302 if (got_one)
297 { 303 {
298 fix_player (op); 304 fix_player (op);
299 new_draw_info (NDI_UNIQUE, 0, op, 305 new_draw_info (NDI_UNIQUE, 0, op, "The Gods smile upon you and remake you");
300 "The Gods smile upon you and remake you"); 306 new_draw_info (NDI_UNIQUE, 0, op, "a little more in their image.");
301 new_draw_info (NDI_UNIQUE, 0, op, 307 new_draw_info (NDI_UNIQUE, 0, op, "You feel a little more perfect.");
302 "a little more in their image.");
303 new_draw_info (NDI_UNIQUE, 0, op,
304 "You feel a little more perfect.");
305 } 308 }
306 else 309 else
307 new_draw_info (NDI_UNIQUE, 0, op, 310 new_draw_info (NDI_UNIQUE, 0, op, "The potion had no effect - you are already perfect");
308 "The potion had no effect - you are already perfect");
309 } 311 }
310 else 312 else
311 { /* cursed potion */ 313 { /* cursed potion */
312 if (got_one) 314 if (got_one)
313 { 315 {
314 fix_player (op); 316 fix_player (op);
315 new_draw_info (NDI_UNIQUE, 0, op, 317 new_draw_info (NDI_UNIQUE, 0, op, "The Gods are angry and punish you.");
316 "The Gods are angry and punish you.");
317 } 318 }
318 else 319 else
319 new_draw_info (NDI_UNIQUE, 0, op, 320 new_draw_info (NDI_UNIQUE, 0, op, "You are fortunate that you are so pathetic.");
320 "You are fortunate that you are so pathetic.");
321 } 321 }
322
322 decrease_ob (tmp); 323 decrease_ob (tmp);
323 return 1; 324 return 1;
324 } 325 }
325 326
326 327
336 object *fball; 337 object *fball;
337 338
338 new_draw_info (NDI_UNIQUE, 0, op, "Yech! Your lungs are on fire!"); 339 new_draw_info (NDI_UNIQUE, 0, op, "Yech! Your lungs are on fire!");
339 /* Explodes a fireball centered at player */ 340 /* Explodes a fireball centered at player */
340 fball = get_archetype (EXPLODING_FIREBALL); 341 fball = get_archetype (EXPLODING_FIREBALL);
341 fball->dam_modifier =
342 random_roll (1, op->level, op, PREFER_LOW) / 5 + 1; 342 fball->dam_modifier = random_roll (1, op->level, op, PREFER_LOW) / 5 + 1;
343 fball->stats.maxhp =
344 random_roll (1, op->level, op, PREFER_LOW) / 10 + 2; 343 fball->stats.maxhp = random_roll (1, op->level, op, PREFER_LOW) / 10 + 2;
345 fball->x = op->x; 344 fball->x = op->x;
346 fball->y = op->y; 345 fball->y = op->y;
347 insert_ob_in_map (fball, op->map, NULL, 0); 346 insert_ob_in_map (fball, op->map, NULL, 0);
348 } 347 }
349 else 348 else
390 } 389 }
391 390
392 /* Only thing left are the stat potions */ 391 /* Only thing left are the stat potions */
393 if (op->type == PLAYER) 392 if (op->type == PLAYER)
394 { /* only for players */ 393 { /* only for players */
395 if ((QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 394 if ((QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) && tmp->value != 0)
396 && tmp->value != 0)
397 CLEAR_FLAG (tmp, FLAG_APPLIED); 395 CLEAR_FLAG (tmp, FLAG_APPLIED);
398 else 396 else
399 SET_FLAG (tmp, FLAG_APPLIED); 397 SET_FLAG (tmp, FLAG_APPLIED);
400 if (!change_abil (op, tmp)) 398 if (!change_abil (op, tmp))
401 new_draw_info (NDI_UNIQUE, 0, op, "Nothing happened."); 399 new_draw_info (NDI_UNIQUE, 0, op, "Nothing happened.");
417 ****************************************************************************/ 415 ****************************************************************************/
418 416
419/** 417/**
420 * This returns the sum of nrof of item (arch name). 418 * This returns the sum of nrof of item (arch name).
421 */ 419 */
420static int
422static int check_item(object *op, const char *item) 421check_item (object *op, const char *item)
423{ 422{
424 int count=0; 423 int count = 0;
425 424
426 425
427 if (item==NULL) return 0; 426 if (item == NULL)
427 return 0;
428 op=op->below; 428 op = op->below;
429 while(op!=NULL) { 429 while (op != NULL)
430 {
430 if (strcmp(op->arch->name,item)==0){ 431 if (strcmp (op->arch->name, item) == 0)
432 {
431 if (!QUERY_FLAG (op, FLAG_CURSED) && !QUERY_FLAG (op, FLAG_DAMNED) 433 if (!QUERY_FLAG (op, FLAG_CURSED) && !QUERY_FLAG (op, FLAG_DAMNED)
432 /* Loophole bug? -FD- */ && !QUERY_FLAG (op, FLAG_UNPAID) ) 434 /* Loophole bug? -FD- */ && !QUERY_FLAG (op, FLAG_UNPAID))
433 { 435 {
434 if (op->nrof == 0)/* this is necessary for artifact sacrifices --FD-- */ 436 if (op->nrof == 0) /* this is necessary for artifact sacrifices --FD-- */
435 count++; 437 count++;
436 else 438 else
437 count += op->nrof; 439 count += op->nrof;
440 }
441 }
442 op = op->below;
438 } 443 }
439 }
440 op=op->below;
441 }
442 return count; 444 return count;
443} 445}
444 446
445/** 447/**
446 * This removes 'nrof' of what item->slaying says to remove. 448 * This removes 'nrof' of what item->slaying says to remove.
447 * op is typically the player, which is only 449 * op is typically the player, which is only
448 * really used to determine what space to look at. 450 * really used to determine what space to look at.
449 * Modified to only eat 'nrof' of objects. 451 * Modified to only eat 'nrof' of objects.
450 */ 452 */
453static void
451static void eat_item(object *op,const char *item, uint32 nrof) 454eat_item (object *op, const char *item, uint32 nrof)
452{ 455{
453 object *prev; 456 object *prev;
454 457
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 }
455 prev = op; 477 prev = op;
456 op=op->below; 478 op = op->below;
457
458 while(op!=NULL) {
459 if (strcmp(op->arch->name,item)==0) {
460 if (op->nrof >= nrof) {
461 decrease_ob_nr(op,nrof);
462 return;
463 } else {
464 decrease_ob_nr(op,op->nrof);
465 nrof -= op->nrof;
466 }
467 op=prev;
468 }
469 prev = op;
470 op=op->below;
471 } 479 }
472} 480}
473 481
474/** 482/**
475 * This checks to see of the player (who) is sufficient level to use a weapon 483 * This checks to see of the player (who) is sufficient level to use a weapon
476 * with improvs improvements (typically last_eat). We take an int here 484 * with improvs improvements (typically last_eat). We take an int here
477 * instead of the object so that the improvement code can pass along the 485 * instead of the object so that the improvement code can pass along the
478 * increased value to see if the object is usuable. 486 * increased value to see if the object is usuable.
479 * we return 1 (true) if the player can use the weapon. 487 * we return 1 (true) if the player can use the weapon.
480 */ 488 */
489static int
481static int check_weapon_power(const object *who, int improvs) 490check_weapon_power (const object *who, int improvs)
482{ 491{
492
483/* Old code is below (commented out). Basically, since weapons are the only 493/* Old code is below (commented out). Basically, since weapons are the only
484 * object players really have any control to improve, it's a bit harsh to 494 * object players really have any control to improve, it's a bit harsh to
485 * require high level in some combat skill, so we just use overall level. 495 * require high level in some combat skill, so we just use overall level.
486 */ 496 */
487#if 1 497#if 1
488 if (((who->level/5)+5) >= improvs) return 1; 498 if (((who->level / 5) + 5) >= improvs)
499 return 1;
500 else
489 else return 0; 501 return 0;
490 502
491#else 503#else
492 int level=0; 504 int level = 0;
493 505
494 /* The skill system hands out wc and dam bonuses to fighters 506 /* The skill system hands out wc and dam bonuses to fighters
495 * more generously than the old system (see fix_player). Thus 507 * more generously than the old system (see fix_player). Thus
496 * we need to curtail the power of player enchanted weapons. 508 * we need to curtail the power of player enchanted weapons.
497 * I changed this to 1 improvement per "fighter" level/5 -b.t. 509 * I changed this to 1 improvement per "fighter" level/5 -b.t.
498 * Note: Nothing should break by allowing this ratio to be different or 510 * Note: Nothing should break by allowing this ratio to be different or
499 * using normal level - it is just a matter of play balance. 511 * using normal level - it is just a matter of play balance.
500 */ 512 */
501 if(who->type==PLAYER) { 513 if (who->type == PLAYER)
514 {
502 object *wc_obj=NULL; 515 object *wc_obj = NULL;
503 516
504 for(wc_obj=who->inv;wc_obj;wc_obj=wc_obj->below) 517 for (wc_obj = who->inv; wc_obj; wc_obj = wc_obj->below)
505 if (wc_obj->type == SKILL && IS_COMBAT_SKILL(wc_obj->subtype) && wc_obj->level > level) 518 if (wc_obj->type == SKILL && IS_COMBAT_SKILL (wc_obj->subtype) && wc_obj->level > level)
506 level = wc_obj->level; 519 level = wc_obj->level;
507 520
508 if (!level ) { 521 if (!level)
522 {
509 LOG(llevError,"Error: Player: %s lacks wc experience object\n",who->name); 523 LOG (llevError, "Error: Player: %s lacks wc experience object\n", who->name);
524 level = who->level;
525 }
526 }
527 else
510 level = who->level; 528 level = who->level;
511 }
512 }
513 else
514 level=who->level;
515 529
516 return (improvs <= ((level/5)+5)); 530 return (improvs <= ((level / 5) + 5));
517#endif 531#endif
518} 532}
519 533
520/** 534/**
521 * Returns how many items of type improver->slaying there are under op. 535 * Returns how many items of type improver->slaying there are under op.
522 * Will display a message if none found, and 1 if improver->slaying is NULL. 536 * Will display a message if none found, and 1 if improver->slaying is NULL.
523 */ 537 */
538static int
524static int check_sacrifice(object *op, const object *improver) 539check_sacrifice (object *op, const object *improver)
525{ 540{
526 int count=0; 541 int count = 0;
527 542
528 if (improver->slaying!=NULL) { 543 if (improver->slaying != NULL)
544 {
529 count = check_item(op,improver->slaying); 545 count = check_item (op, improver->slaying);
530 if (count<1) { 546 if (count < 1)
547 {
531 char buf[200]; 548 char buf[200];
549
532 sprintf(buf,"The gods want more %ss",improver->slaying); 550 sprintf (buf, "The gods want more %ss", &improver->slaying);
533 new_draw_info(NDI_UNIQUE,0,op,buf); 551 new_draw_info (NDI_UNIQUE, 0, op, buf);
534 return 0; 552 return 0;
535 } 553 }
536 } 554 }
537 else 555 else
538 count=1; 556 count = 1;
539 557
540 return count; 558 return count;
541} 559}
542 560
543/** 561/**
544 * Actually improves the weapon, and tells user. 562 * Actually improves the weapon, and tells user.
545 */ 563 */
546int improve_weapon_stat(object *op,object *improver,object *weapon, 564int
547 signed char *stat,int sacrifice_count,const char *statname) 565improve_weapon_stat (object *op, object *improver, object *weapon, signed char *stat, int sacrifice_count, const char *statname)
548{ 566{
549 567
550 new_draw_info(NDI_UNIQUE,0,op,"Your sacrifice was accepted."); 568 new_draw_info (NDI_UNIQUE, 0, op, "Your sacrifice was accepted.");
551 *stat += sacrifice_count; 569 *stat += sacrifice_count;
552 weapon->last_eat++; 570 weapon->last_eat++;
553 new_draw_info_format(NDI_UNIQUE,0,op, 571 new_draw_info_format (NDI_UNIQUE, 0, op, "Weapon's bonus to %s improved by %d", statname, sacrifice_count);
554 "Weapon's bonus to %s improved by %d",statname,sacrifice_count);
555 decrease_ob(improver); 572 decrease_ob (improver);
556 573
557 /* So it updates the players stats and the window */ 574 /* So it updates the players stats and the window */
558 fix_player(op); 575 fix_player (op);
559 return 1; 576 return 1;
560} 577}
561 578
562/* Types of improvements, hidden in the sp field. */ 579/* Types of improvements, hidden in the sp field. */
563#define IMPROVE_PREPARE 1 580#define IMPROVE_PREPARE 1
576/** 593/**
577 * This does the prepare weapon scroll. 594 * This does the prepare weapon scroll.
578 * Checks for sacrifice, and so on. 595 * Checks for sacrifice, and so on.
579 */ 596 */
580 597
598int
581int prepare_weapon(object *op, object *improver, object *weapon) 599prepare_weapon (object *op, object *improver, object *weapon)
582{ 600{
583 int sacrifice_count,i; 601 int sacrifice_count, i;
584 char buf[MAX_BUF]; 602 char buf[MAX_BUF];
585 603
586 if (weapon->level!=0) { 604 if (weapon->level != 0)
605 {
587 new_draw_info(NDI_UNIQUE,0,op,"Weapon already prepared."); 606 new_draw_info (NDI_UNIQUE, 0, op, "Weapon already prepared.");
588 return 0; 607 return 0;
589 } 608 }
590 for (i=0; i<NROFATTACKS; i++) 609 for (i = 0; i < NROFATTACKS; i++)
591 if (weapon->resist[i]) break; 610 if (weapon->resist[i])
611 break;
592 612
593 /* If we break out, i will be less than nrofattacks, preventing 613 /* If we break out, i will be less than nrofattacks, preventing
594 * improvement of items that already have protections. 614 * improvement of items that already have protections.
595 */ 615 */
596 if (i<NROFATTACKS || 616 if (i < NROFATTACKS || weapon->stats.hp || /* regeneration */
597 weapon->stats.hp || /* regeneration */
598 (weapon->stats.sp && weapon->type == WEAPON) || /* sp regeneration */ 617 (weapon->stats.sp && weapon->type == WEAPON) || /* sp regeneration */
599 weapon->stats.exp || /* speed */ 618 weapon->stats.exp || /* speed */
600 weapon->stats.ac) /* AC - only taifu's I think */ 619 weapon->stats.ac) /* AC - only taifu's I think */
601 { 620 {
602 new_draw_info(NDI_UNIQUE,0,op,"Cannot prepare magic weapons."); 621 new_draw_info (NDI_UNIQUE, 0, op, "Cannot prepare magic weapons.");
603 return 0; 622 return 0;
604 } 623 }
605 sacrifice_count=check_sacrifice(op,improver); 624 sacrifice_count = check_sacrifice (op, improver);
606 if (sacrifice_count<=0) 625 if (sacrifice_count <= 0)
607 return 0; 626 return 0;
608 weapon->level=isqrt(sacrifice_count); 627 weapon->level = isqrt (sacrifice_count);
609 new_draw_info(NDI_UNIQUE,0,op,"Your sacrifice was accepted."); 628 new_draw_info (NDI_UNIQUE, 0, op, "Your sacrifice was accepted.");
610 eat_item(op, improver->slaying, sacrifice_count); 629 eat_item (op, improver->slaying, sacrifice_count);
611 630
612 new_draw_info_format(NDI_UNIQUE, 0, op,"Your *%s may be improved %d times.", 631 new_draw_info_format (NDI_UNIQUE, 0, op, "Your *%s may be improved %d times.", &weapon->name, weapon->level);
613 weapon->name,weapon->level);
614 632
615 sprintf(buf,"%s's %s",op->name,weapon->name); 633 sprintf (buf, "%s's %s", &op->name, &weapon->name);
616 FREE_AND_COPY(weapon->name, buf); 634 weapon->name = weapon->name_pl = buf;
617 FREE_AND_COPY(weapon->name_pl, buf);
618 weapon->nrof=0; /* prevents preparing n weapons in the same 635 weapon->nrof = 0; /* prevents preparing n weapons in the same
619 slot at once! */ 636 slot at once! */
620 decrease_ob(improver); 637 decrease_ob (improver);
621 weapon->last_eat=0; 638 weapon->last_eat = 0;
622 return 1; 639 return 1;
623} 640}
624 641
625 642
626/** 643/**
627 * Does the dirty job for 'improve weapon' scroll, prepare or add something. 644 * Does the dirty job for 'improve weapon' scroll, prepare or add something.
632 * 649 *
633 * We are hiding extra information about the weapon in the level and 650 * We are hiding extra information about the weapon in the level and
634 * last_eat numbers for an object. Hopefully this won't break anything ?? 651 * last_eat numbers for an object. Hopefully this won't break anything ??
635 * level == max improve last_eat == current improve 652 * level == max improve last_eat == current improve
636 */ 653 */
654int
637int improve_weapon(object *op,object *improver,object *weapon) 655improve_weapon (object *op, object *improver, object *weapon)
638{ 656{
639 int sacrifice_count, sacrifice_needed=0; 657 int sacrifice_count, sacrifice_needed = 0;
640 658
641 if(improver->stats.sp==IMPROVE_PREPARE) { 659 if (improver->stats.sp == IMPROVE_PREPARE)
660 {
642 return prepare_weapon(op, improver, weapon); 661 return prepare_weapon (op, improver, weapon);
643 } 662 }
644 if (weapon->level==0) { 663 if (weapon->level == 0)
664 {
645 new_draw_info(NDI_UNIQUE, 0,op,"This weapon has not been prepared."); 665 new_draw_info (NDI_UNIQUE, 0, op, "This weapon has not been prepared.");
646 return 0; 666 return 0;
647 } 667 }
648 if (weapon->level==weapon->last_eat && weapon->item_power >=100) { 668 if (weapon->level == weapon->last_eat && weapon->item_power >= 100)
669 {
649 new_draw_info(NDI_UNIQUE, 0,op,"This weapon cannot be improved any more."); 670 new_draw_info (NDI_UNIQUE, 0, op, "This weapon cannot be improved any more.");
650 return 0; 671 return 0;
651 } 672 }
652 if (QUERY_FLAG(weapon, FLAG_APPLIED) && 673 if (QUERY_FLAG (weapon, FLAG_APPLIED) && !check_weapon_power (op, weapon->last_eat + 1))
653 !check_weapon_power(op, weapon->last_eat+1)) { 674 {
654 new_draw_info(NDI_UNIQUE, 0,op,"Improving the weapon will make it too"); 675 new_draw_info (NDI_UNIQUE, 0, op, "Improving the weapon will make it too");
655 new_draw_info(NDI_UNIQUE, 0,op,"powerful for you to use. Unready it if you"); 676 new_draw_info (NDI_UNIQUE, 0, op, "powerful for you to use. Unready it if you");
656 new_draw_info(NDI_UNIQUE, 0,op,"really want to improve it."); 677 new_draw_info (NDI_UNIQUE, 0, op, "really want to improve it.");
657 return 0; 678 return 0;
658 } 679 }
659 /* This just increases damage by 5 points, no matter what. No sacrifice 680 /* This just increases damage by 5 points, no matter what. No sacrifice
660 * is needed. Since stats.dam is now a 16 bit value and not 8 bit, 681 * is needed. Since stats.dam is now a 16 bit value and not 8 bit,
661 * don't put any maximum value on damage - the limit is how much the 682 * don't put any maximum value on damage - the limit is how much the
662 * weapon can be improved. 683 * weapon can be improved.
663 */ 684 */
664 if (improver->stats.sp==IMPROVE_DAMAGE) { 685 if (improver->stats.sp == IMPROVE_DAMAGE)
686 {
665 weapon->stats.dam += 5; 687 weapon->stats.dam += 5;
666 weapon->weight += 5000; /* 5 KG's */ 688 weapon->weight += 5000; /* 5 KG's */
667 new_draw_info_format(NDI_UNIQUE, 0, op, 689 new_draw_info_format (NDI_UNIQUE, 0, op, "Damage has been increased by 5 to %d", weapon->stats.dam);
668 "Damage has been increased by 5 to %d", weapon->stats.dam);
669 weapon->last_eat++; 690 weapon->last_eat++;
670 691
671 weapon->item_power++; 692 weapon->item_power++;
672 decrease_ob(improver); 693 decrease_ob (improver);
673 return 1; 694 return 1;
674 } 695 }
675 if (improver->stats.sp == IMPROVE_WEIGHT) { 696 if (improver->stats.sp == IMPROVE_WEIGHT)
697 {
676 /* Reduce weight by 20% */ 698 /* Reduce weight by 20% */
677 weapon->weight = (weapon->weight * 8)/10; 699 weapon->weight = (weapon->weight * 8) / 10;
678 if (weapon->weight < 1) weapon->weight = 1; 700 if (weapon->weight < 1)
679 new_draw_info_format(NDI_UNIQUE, 0, op, 701 weapon->weight = 1;
680 "Weapon weight reduced to %6.1f kg", 702 new_draw_info_format (NDI_UNIQUE, 0, op, "Weapon weight reduced to %6.1f kg", (float) weapon->weight / 1000.0);
681 (float)weapon->weight/1000.0);
682 weapon->last_eat++; 703 weapon->last_eat++;
683 weapon->item_power++; 704 weapon->item_power++;
684 decrease_ob(improver); 705 decrease_ob (improver);
685 return 1; 706 return 1;
686 } 707 }
687 if (improver->stats.sp == IMPROVE_ENCHANT) { 708 if (improver->stats.sp == IMPROVE_ENCHANT)
709 {
688 weapon->magic++; 710 weapon->magic++;
689 weapon->last_eat++; 711 weapon->last_eat++;
690 new_draw_info_format(NDI_UNIQUE, 0, op 712 new_draw_info_format (NDI_UNIQUE, 0, op, "Weapon magic increased to %d", weapon->magic);
691 ,"Weapon magic increased to %d",weapon->magic);
692 decrease_ob(improver); 713 decrease_ob (improver);
693 weapon->item_power++; 714 weapon->item_power++;
694 return 1; 715 return 1;
695 } 716 }
696 717
697 sacrifice_needed = weapon->stats.Str + weapon->stats.Int + weapon->stats.Dex+ 718 sacrifice_needed = weapon->stats.Str + weapon->stats.Int + weapon->stats.Dex +
698 weapon->stats.Pow + weapon->stats.Con + weapon->stats.Cha + 719 weapon->stats.Pow + weapon->stats.Con + weapon->stats.Cha + weapon->stats.Wis;
699 weapon->stats.Wis;
700 720
701 if (sacrifice_needed<1) 721 if (sacrifice_needed < 1)
702 sacrifice_needed =1; 722 sacrifice_needed = 1;
703 sacrifice_needed *=2; 723 sacrifice_needed *= 2;
704 724
705 sacrifice_count = check_sacrifice(op,improver); 725 sacrifice_count = check_sacrifice (op, improver);
706 if (sacrifice_count < sacrifice_needed) { 726 if (sacrifice_count < sacrifice_needed)
707 new_draw_info_format(NDI_UNIQUE, 0, op, 727 {
708 "You need at least %d %s", sacrifice_needed, improver->slaying); 728 new_draw_info_format (NDI_UNIQUE, 0, op, "You need at least %d %s", sacrifice_needed, &improver->slaying);
709 return 0; 729 return 0;
710 } 730 }
711 eat_item(op,improver->slaying, sacrifice_needed); 731 eat_item (op, improver->slaying, sacrifice_needed);
712 weapon->item_power++; 732 weapon->item_power++;
713 733
714 switch (improver->stats.sp) { 734 switch (improver->stats.sp)
735 {
715 case IMPROVE_STR: 736 case IMPROVE_STR:
716 return improve_weapon_stat(op,improver,weapon, 737 return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Str), 1, "strength");
717 (signed char *) &(weapon->stats.Str),
718 1, "strength");
719 case IMPROVE_DEX: 738 case IMPROVE_DEX:
720 return improve_weapon_stat(op,improver,weapon, 739 return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Dex), 1, "dexterity");
721 (signed char *) &(weapon->stats.Dex),
722 1, "dexterity");
723 case IMPROVE_CON: 740 case IMPROVE_CON:
724 return improve_weapon_stat(op,improver,weapon, 741 return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Con), 1, "constitution");
725 (signed char *) &(weapon->stats.Con),
726 1, "constitution");
727 case IMPROVE_WIS: 742 case IMPROVE_WIS:
728 return improve_weapon_stat(op,improver,weapon, 743 return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Wis), 1, "wisdom");
729 (signed char *) &(weapon->stats.Wis),
730 1, "wisdom");
731 case IMPROVE_CHA: 744 case IMPROVE_CHA:
732 return improve_weapon_stat(op,improver,weapon, 745 return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Cha), 1, "charisma");
733 (signed char *) &(weapon->stats.Cha),
734 1, "charisma");
735 case IMPROVE_INT: 746 case IMPROVE_INT:
736 return improve_weapon_stat(op,improver,weapon, 747 return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Int), 1, "intelligence");
737 (signed char *) &(weapon->stats.Int),
738 1, "intelligence");
739 case IMPROVE_POW: 748 case IMPROVE_POW:
740 return improve_weapon_stat(op,improver,weapon, 749 return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Pow), 1, "power");
741 (signed char *) &(weapon->stats.Pow),
742 1, "power");
743 default: 750 default:
744 new_draw_info(NDI_UNIQUE, 0,op,"Unknown improvement type."); 751 new_draw_info (NDI_UNIQUE, 0, op, "Unknown improvement type.");
745 } 752 }
746 LOG(llevError,"improve_weapon: Got to end of function\n"); 753 LOG (llevError, "improve_weapon: Got to end of function\n");
747 return 0; 754 return 0;
748} 755}
749 756
750/** 757/**
751 * Handles the applying of improve/prepare/enchant weapon scroll. 758 * Handles the applying of improve/prepare/enchant weapon scroll.
752 * Checks a few things (not on a non-magic square, marked weapon, ...), 759 * Checks a few things (not on a non-magic square, marked weapon, ...),
753 * then calls improve_weapon to do the dirty work. 760 * then calls improve_weapon to do the dirty work.
754 */ 761 */
762int
755int check_improve_weapon (object *op, object *tmp) 763check_improve_weapon (object *op, object *tmp)
756{ 764{
757 object *otmp; 765 object *otmp;
758 766
759 if(op->type!=PLAYER) 767 if (op->type != PLAYER)
768 return 0;
769 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC))
770 {
771 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the scroll.");
760 return 0; 772 return 0;
761 if (!QUERY_FLAG(op, FLAG_WIZCAST) && (get_map_flags(op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC)) {
762 new_draw_info(NDI_UNIQUE, 0,op,"Something blocks the magic of the scroll.");
763 return 0;
764 } 773 }
765 otmp=find_marked_object(op); 774 otmp = find_marked_object (op);
766 if(!otmp) { 775 if (!otmp)
776 {
767 new_draw_info(NDI_UNIQUE, 0, op, "You need to mark a weapon object."); 777 new_draw_info (NDI_UNIQUE, 0, op, "You need to mark a weapon object.");
768 return 0; 778 return 0;
769 } 779 }
770 if (otmp->type != WEAPON && otmp->type != BOW) { 780 if (otmp->type != WEAPON && otmp->type != BOW)
781 {
771 new_draw_info(NDI_UNIQUE, 0,op,"Marked item is not a weapon or bow"); 782 new_draw_info (NDI_UNIQUE, 0, op, "Marked item is not a weapon or bow");
772 return 0; 783 return 0;
773 } 784 }
774 new_draw_info(NDI_UNIQUE, 0,op,"Applied weapon builder."); 785 new_draw_info (NDI_UNIQUE, 0, op, "Applied weapon builder.");
775 improve_weapon(op,tmp,otmp); 786 improve_weapon (op, tmp, otmp);
776 esrv_send_item(op, otmp); 787 esrv_send_item (op, otmp);
777 return 1; 788 return 1;
778} 789}
779 790
780/** 791/**
781 * This code deals with the armour improvment scrolls. 792 * This code deals with the armour improvment scrolls.
782 * Change limits on improvement - let players go up to 793 * Change limits on improvement - let players go up to
797 * the armour value of the piece of equipment exceed either 808 * the armour value of the piece of equipment exceed either
798 * the users level or 90) 809 * the users level or 90)
799 * Modified by MSW for partial resistance. Only support 810 * Modified by MSW for partial resistance. Only support
800 * changing of physical area right now. 811 * changing of physical area right now.
801 */ 812 */
813int
802int improve_armour(object *op, object *improver, object *armour) 814improve_armour (object *op, object *improver, object *armour)
803{ 815{
804 object *tmp; 816 object *tmp;
805 817
806 if (armour->magic >= settings.armor_max_enchant) { 818 if (armour->magic >= settings.armor_max_enchant)
819 {
807 new_draw_info(NDI_UNIQUE, 0,op,"This armour can not be enchanted any further."); 820 new_draw_info (NDI_UNIQUE, 0, op, "This armour can not be enchanted any further.");
808 return 0; 821 return 0;
809 } 822 }
810 /* Dealing with random artifact armor is a lot trickier (in terms of value, weight, 823 /* Dealing with random artifact armor is a lot trickier (in terms of value, weight,
811 * etc), so take the easy way out and don't worry about it. 824 * etc), so take the easy way out and don't worry about it.
812 * Note - maybe add scrolls which make the random artifact versions (eg, armour 825 * Note - maybe add scrolls which make the random artifact versions (eg, armour
813 * of gnarg and what not?) 826 * of gnarg and what not?)
814 */ 827 */
815 if (armour->title) { 828 if (armour->title)
829 {
816 new_draw_info(NDI_UNIQUE, 0, op, "This armour will not accept further enchantment."); 830 new_draw_info (NDI_UNIQUE, 0, op, "This armour will not accept further enchantment.");
817 return 0; 831 return 0;
818 } 832 }
819 833
820 /* Split objects if needed. Can't insert tmp until the 834 /* Split objects if needed. Can't insert tmp until the
821 * end of this function - otherwise it will just re-merge. 835 * end of this function - otherwise it will just re-merge.
822 */ 836 */
823 if(armour->nrof > 1) 837 if (armour->nrof > 1)
824 tmp = get_split_ob(armour,armour->nrof - 1); 838 tmp = get_split_ob (armour, armour->nrof - 1);
825 else 839 else
826 tmp = NULL; 840 tmp = NULL;
827 841
828 armour->magic++; 842 armour->magic++;
829 843
830 if ( !settings.armor_speed_linear ) 844 if (!settings.armor_speed_linear)
831 { 845 {
832 int base = 100; 846 int base = 100;
833 int pow = 0; 847 int pow = 0;
848
834 while ( pow < armour->magic ) 849 while (pow < armour->magic)
835 { 850 {
836 base = base - ( base * settings.armor_speed_improvement ) / 100; 851 base = base - (base * settings.armor_speed_improvement) / 100;
837 pow++; 852 pow++;
838 } 853 }
839 854
840 ARMOUR_SPEED( armour ) = ( ARMOUR_SPEED( &armour->arch->clone ) * base ) / 100; 855 ARMOUR_SPEED (armour) = (ARMOUR_SPEED (&armour->arch->clone) * base) / 100;
841 } 856 }
842 else 857 else
843 ARMOUR_SPEED( armour ) = ( ARMOUR_SPEED( &armour->arch->clone ) * ( 100 + armour->magic * settings.armor_speed_improvement ) )/100; 858 ARMOUR_SPEED (armour) = (ARMOUR_SPEED (&armour->arch->clone) * (100 + armour->magic * settings.armor_speed_improvement)) / 100;
844 859
845 if ( !settings.armor_weight_linear ) 860 if (!settings.armor_weight_linear)
846 { 861 {
847 int base = 100; 862 int base = 100;
848 int pow = 0; 863 int pow = 0;
864
849 while ( pow < armour->magic ) 865 while (pow < armour->magic)
850 { 866 {
851 base = base - ( base * settings.armor_weight_reduction ) / 100; 867 base = base - (base * settings.armor_weight_reduction) / 100;
852 pow++; 868 pow++;
853 } 869 }
854 870
855 armour->weight = ( armour->arch->clone.weight * base ) / 100; 871 armour->weight = (armour->arch->clone.weight * base) / 100;
856 } 872 }
857 else 873 else
858 armour->weight = ( armour->arch->clone.weight * ( 100 - armour->magic * settings.armor_weight_reduction ) ) / 100; 874 armour->weight = (armour->arch->clone.weight * (100 - armour->magic * settings.armor_weight_reduction)) / 100;
859 875
860 if ( armour->weight <= 0 ) 876 if (armour->weight <= 0)
861 { 877 {
862 LOG( llevInfo, "Warning: enchanted armours can have negative weight\n." ); 878 LOG (llevInfo, "Warning: enchanted armours can have negative weight\n.");
863 armour->weight = 1; 879 armour->weight = 1;
864 } 880 }
865 881
866 armour->item_power = get_power_from_ench(armour->arch->clone.item_power + armour->magic); 882 armour->item_power = get_power_from_ench (armour->arch->clone.item_power + armour->magic);
867 883
868 if (op->type == PLAYER) { 884 if (op->type == PLAYER)
885 {
869 esrv_send_item(op, armour); 886 esrv_send_item (op, armour);
870 if(QUERY_FLAG(armour, FLAG_APPLIED)) 887 if (QUERY_FLAG (armour, FLAG_APPLIED))
871 fix_player(op); 888 fix_player (op);
872 } 889 }
873 decrease_ob(improver); 890 decrease_ob (improver);
874 if (tmp) { 891 if (tmp)
892 {
875 insert_ob_in_ob(tmp, op); 893 insert_ob_in_ob (tmp, op);
876 esrv_send_item(op, tmp); 894 esrv_send_item (op, tmp);
877 } 895 }
878 return 1; 896 return 1;
879} 897}
880 898
881 899
882/* 900/*
883 * convert_item() returns 1 if anything was converted, 0 if the item was not 901 * convert_item() returns 1 if anything was converted, 0 if the item was not
891/* Takes one items and makes another. 909/* Takes one items and makes another.
892 * converter is the object that is doing the conversion. 910 * converter is the object that is doing the conversion.
893 * item is the object that triggered the converter - if it is not 911 * item is the object that triggered the converter - if it is not
894 * what the converter wants, this will not do anything. 912 * what the converter wants, this will not do anything.
895 */ 913 */
914int
896int convert_item(object *item, object *converter) { 915convert_item (object *item, object *converter)
916{
897 int nr=0; 917 int nr = 0;
898 object *tmp;
899 int is_in_shop;
900 uint32 price_in; 918 uint32 price_in;
901 919
902 for(tmp = get_map_ob(converter->map, converter->x, converter->y);
903 tmp != NULL;
904 tmp = tmp->above) {
905 if(tmp->type == SHOP_FLOOR)
906 break;
907 }
908 is_in_shop = (tmp != NULL);
909
910 /* We make some assumptions - we assume if it takes money as it type, 920 /* We make some assumptions - we assume if it takes money as it type,
911 * it wants some amount. We don't make change (ie, if something costs 921 * it wants some amount. We don't make change (ie, if something costs
912 * 3 gp and player drops a platinum, tough luck) 922 * 3 gp and player drops a platinum, tough luck)
913 */ 923 */
914 if (!strcmp(CONV_FROM(converter),"money")) { 924 if (!strcmp (CONV_FROM (converter), "money"))
915 int cost; 925 {
926 int cost;
916 927
917 if(item->type!=MONEY) 928 if (item->type != MONEY)
918 return 0; 929 return 0;
919 930
920 nr=(item->nrof*item->value)/CONV_NEED(converter); 931 nr = (item->nrof * item->value) / CONV_NEED (converter);
921 if (!nr) return 0; 932 if (!nr)
933 return 0;
922 cost=nr*CONV_NEED(converter)/item->value; 934 cost = nr * CONV_NEED (converter) / item->value;
923 /* take into account rounding errors */ 935 /* take into account rounding errors */
924 if (nr*CONV_NEED(converter)%item->value) cost++; 936 if (nr * CONV_NEED (converter) % item->value)
937 cost++;
925 decrease_ob_nr(item, cost); 938 decrease_ob_nr (item, cost);
926 939
927 price_in = cost*item->value; 940 price_in = cost * item->value;
941 }
942 else
928 } 943 {
929 else {
930 if(item->type==PLAYER||CONV_FROM(converter)!=item->arch->name|| 944 if (item->type == PLAYER || CONV_FROM (converter) != item->arch->name ||
931 (CONV_NEED(converter)&&CONV_NEED(converter)>item->nrof)) 945 (CONV_NEED (converter) && CONV_NEED (converter) > (uint16) item->nrof))
932 return 0; 946 return 0;
933 947
934 if(CONV_NEED(converter)) { 948 if (CONV_NEED (converter))
949 {
935 nr=item->nrof/CONV_NEED(converter); 950 nr = item->nrof / CONV_NEED (converter);
936 decrease_ob_nr(item,nr*CONV_NEED(converter)); 951 decrease_ob_nr (item, nr * CONV_NEED (converter));
937 price_in = nr*CONV_NEED(converter)*item->value; 952 price_in = nr * CONV_NEED (converter) * item->value;
938 } else { 953 }
954 else
955 {
939 price_in = item->value; 956 price_in = item->value;
940 remove_ob(item); 957 item->destroy ();
941 free_object(item); 958 }
942 }
943 } 959 }
944 960
945 if (converter->inv != NULL) { 961 if (converter->inv != NULL)
962 {
946 object *ob; 963 object *ob;
947 int i; 964 int i;
948 object *ob_to_copy; 965 object *ob_to_copy;
949 966
950 /* select random object from inventory to copy */ 967 /* select random object from inventory to copy */
951 ob_to_copy = converter->inv; 968 ob_to_copy = converter->inv;
952 for (ob = converter->inv->below, i = 1; ob != NULL; ob = ob->below, i++) { 969 for (ob = converter->inv->below, i = 1; ob != NULL; ob = ob->below, i++)
970 {
953 if (rndm(0, i) == 0) { 971 if (rndm (0, i) == 0)
954 ob_to_copy = ob; 972 {
973 ob_to_copy = ob;
974 }
975 }
976 item = object_create_clone (ob_to_copy);
977 CLEAR_FLAG (item, FLAG_IS_A_TEMPLATE);
978 unflag_inv (item, FLAG_IS_A_TEMPLATE);
955 } 979 }
956 } 980 else
957 item = object_create_clone(ob_to_copy); 981 {
958 CLEAR_FLAG(item, FLAG_IS_A_TEMPLATE);
959 unflag_inv(item, FLAG_IS_A_TEMPLATE);
960 } else {
961 if (converter->other_arch == NULL) { 982 if (converter->other_arch == NULL)
962 LOG(llevError,"move_creator: Converter doesn't have other arch set: %s (%s, %d, %d)\n", converter->name ? converter->name : "(null)", converter->map->path, converter->x, converter->y); 983 {
984 LOG (llevError, "move_creator: Converter doesn't have other arch set: %s (%s, %d, %d)\n",
985 &converter->name, converter->map->path, converter->x, converter->y);
963 return -1; 986 return -1;
964 } 987 }
965 988
966 item = object_create_arch(converter->other_arch); 989 item = object_create_arch (converter->other_arch);
967 fix_generated_item(item, converter, 0, 0, GT_MINIMAL); 990 fix_generated_item (item, converter, 0, 0, GT_MINIMAL);
968 } 991 }
969 992
970 if(CONV_NR(converter)) 993 if (CONV_NR (converter))
971 item->nrof=CONV_NR(converter); 994 item->nrof = CONV_NR (converter);
972 if(nr) 995 if (nr)
973 item->nrof*=nr; 996 item->nrof *= nr;
974 if(is_in_shop) 997 if (is_in_shop (converter))
975 SET_FLAG(item,FLAG_UNPAID); 998 SET_FLAG (item, FLAG_UNPAID);
976 else if(price_in < item->nrof*item->value) { 999 else if (price_in < item->nrof * item->value)
1000 {
977 LOG(llevDebug, "converter output price higher than input: %s at %s (%d, %d) in value %d, out value %d for %s\n", 1001 LOG (llevDebug, "converter output price higher than input: %s at %s (%d, %d) in value %d, out value %d for %s\n",
978 converter->name, converter->map->path, converter->x, converter->y, price_in, 1002 &converter->name, converter->map->path, converter->x, converter->y, price_in, item->nrof * item->value, &item->name);
979 item->nrof*item->value, item->name); 1003
980 /** 1004 /**
981 * elmex: we are going to let the game continue, as the mapcreator 1005 * elmex: we are going to let the game continue, as the mapcreator
982 * propably had something in mind when doing this 1006 * propably had something in mind when doing this
983 */ 1007 */
984 } 1008 }
985 insert_ob_in_map_at(item, converter->map, converter, 0, converter->x, converter->y); 1009 insert_ob_in_map_at (item, converter->map, converter, 0, converter->x, converter->y);
986 return 1; 1010 return 1;
987} 1011}
988 1012
989/** 1013/**
990 * Handle apply on containers. 1014 * Handle apply on containers.
991 * By Eneq(@csd.uu.se). 1015 * By Eneq(@csd.uu.se).
992 * Moved to own function and added many features [Tero.Haatanen@lut.fi] 1016 * Moved to own function and added many features [Tero.Haatanen@lut.fi]
993 * added the alchemical cauldron to the code -b.t. 1017 * added the alchemical cauldron to the code -b.t.
994 */ 1018 */
995 1019
1020int
996int apply_container (object *op, object *sack) 1021apply_container (object *op, object *sack)
997{ 1022{
998 char buf[MAX_BUF]; 1023 char buf[MAX_BUF];
999 object *tmp; 1024 object *tmp;
1000 1025
1001 if(op->type!=PLAYER) 1026 if (op->type != PLAYER)
1002 return 0; /* This might change */ 1027 return 0; /* This might change */
1003 1028
1004 if (sack==NULL || sack->type != CONTAINER) { 1029 if (sack == NULL || sack->type != CONTAINER)
1030 {
1005 LOG (llevError, "apply_container: %s is not container!\n",sack?sack->name:"NULL"); 1031 LOG (llevError, "apply_container: %s is not container!\n", sack ? &sack->name : "[nullobject]");
1006 return 0; 1032 return 0;
1007 } 1033 }
1008 op->contr->last_used = NULL; 1034 op->contr->last_used = NULL;
1009 op->contr->last_used_id = 0; 1035 op->contr->last_used_id = 0;
1010 1036
1011 if (sack->env!=op) { 1037 if (sack->env != op)
1038 {
1012 if (sack->other_arch == NULL || sack->env != NULL) { 1039 if (sack->other_arch == NULL || sack->env != NULL)
1040 {
1013 new_draw_info(NDI_UNIQUE, 0,op,"You must get it first."); 1041 new_draw_info (NDI_UNIQUE, 0, op, "You must get it first.");
1014 return 1; 1042 return 1;
1015 } 1043 }
1016 /* It's on the ground, the problems begin */ 1044 /* It's on the ground, the problems begin */
1017 if (op->container != sack) { 1045 if (op->container != sack)
1046 {
1018 /* it's closed OR some player has opened it */ 1047 /* it's closed OR some player has opened it */
1019 if (QUERY_FLAG(sack, FLAG_APPLIED)) { 1048 if (QUERY_FLAG (sack, FLAG_APPLIED))
1020 for(tmp=get_map_ob(sack->map, sack->x, sack->y); 1049 {
1021 tmp && tmp->container != sack; tmp=tmp->above); 1050 for (tmp = get_map_ob (sack->map, sack->x, sack->y); tmp && tmp->container != sack; tmp = tmp->above);
1022 if (tmp) { 1051 if (tmp)
1052 {
1023 /* some other player have opened it */ 1053 /* some other player have opened it */
1024 new_draw_info_format(NDI_UNIQUE, 0, op, 1054 new_draw_info_format (NDI_UNIQUE, 0, op, "%s is already occupied.", query_name (sack));
1025 "%s is already occupied.", query_name(sack)); 1055 return 1;
1026 return 1; 1056 }
1027 } 1057 }
1028 } 1058 }
1029 }
1030 if ( QUERY_FLAG(sack, FLAG_APPLIED)) {
1031 if (op->container == NULL) {
1032 tmp = arch_to_object (sack->other_arch);
1033 /* not good, but insert_ob_in_ob() is too smart */
1034 CLEAR_FLAG (tmp, FLAG_REMOVED);
1035 tmp->x= tmp->y = tmp->ox = tmp->oy = 0;
1036 tmp->map = NULL;
1037 tmp->env = sack;
1038 if (sack->inv)
1039 sack->inv->above = tmp;
1040 tmp->below = sack->inv;
1041 tmp->above = NULL;
1042 sack->inv = tmp;
1043 sack->move_off = MOVE_ALL; /* trying force closing it */
1044 } else {
1045 sack->move_off = 0;
1046 tmp = sack->inv;
1047 if (tmp && tmp->type == CLOSE_CON) {
1048 remove_ob(tmp);
1049 free_object (tmp);
1050 }
1051 }
1052 }
1053 }
1054
1055 if (QUERY_FLAG (sack, FLAG_APPLIED)) { 1059 if (QUERY_FLAG (sack, FLAG_APPLIED))
1056 if (op->container) { 1060 {
1057 if (op->container != sack) { 1061 if (op->container == NULL)
1058 tmp = op->container; 1062 {
1059 apply_container (op, tmp); 1063 tmp = arch_to_object (sack->other_arch);
1060 sprintf (buf, "You close %s and open ", query_name(tmp)); 1064 /* not good, but insert_ob_in_ob() is too smart */
1061 op->container = sack; 1065 CLEAR_FLAG (tmp, FLAG_REMOVED);
1062 strcat (buf, query_name(sack)); 1066 tmp->x = tmp->y = 0;
1063 strcat (buf, "."); 1067 tmp->map = NULL;
1064 } else { 1068 tmp->env = sack;
1065 CLEAR_FLAG (sack, FLAG_APPLIED); 1069 if (sack->inv)
1066 op->container = NULL; 1070 sack->inv->above = tmp;
1067 sprintf (buf, "You close %s.", query_name(sack)); 1071 tmp->below = sack->inv;
1072 tmp->above = NULL;
1073 sack->inv = tmp;
1074 sack->move_off = MOVE_ALL; /* trying force closing it */
1075 }
1076 else
1077 {
1078 sack->move_off = 0;
1079 tmp = sack->inv;
1080
1081 if (tmp && tmp->type == CLOSE_CON)
1082 tmp->destroy ();
1083 }
1084 }
1068 } 1085 }
1069 } else { 1086
1087 if (QUERY_FLAG (sack, FLAG_APPLIED))
1088 {
1089 if (op->container)
1090 {
1091 if (op->container != sack)
1092 {
1093 tmp = op->container;
1094 apply_container (op, tmp);
1095 sprintf (buf, "You close %s and open ", query_name (tmp));
1096 op->container = sack;
1097 strcat (buf, query_name (sack));
1098 strcat (buf, ".");
1099 }
1100 else
1101 {
1102 CLEAR_FLAG (sack, FLAG_APPLIED);
1103 op->container = NULL;
1104 sprintf (buf, "You close %s.", query_name (sack));
1105 }
1106 }
1107 else
1108 {
1070 CLEAR_FLAG (sack, FLAG_APPLIED); 1109 CLEAR_FLAG (sack, FLAG_APPLIED);
1071 sprintf (buf, "You open %s.", query_name(sack)); 1110 sprintf (buf, "You open %s.", query_name (sack));
1072 SET_FLAG (sack, FLAG_APPLIED); 1111 SET_FLAG (sack, FLAG_APPLIED);
1073 op->container = sack; 1112 op->container = sack;
1074 } 1113 }
1075 } else { /* not applied */ 1114 }
1076 if (sack->slaying) { /* it's locked */ 1115 else
1116 { /* not applied */
1117 if (sack->slaying)
1118 { /* it's locked */
1077 tmp = find_key(op, op, sack); 1119 tmp = find_key (op, op, sack);
1078 if (tmp) { 1120 if (tmp)
1121 {
1079 sprintf (buf, "You unlock %s with %s.", query_name(sack), query_name(tmp)); 1122 sprintf (buf, "You unlock %s with %s.", query_name (sack), query_name (tmp));
1080 SET_FLAG (sack, FLAG_APPLIED); 1123 SET_FLAG (sack, FLAG_APPLIED);
1081 if (sack->env == NULL) { /* if it's on ground,open it also */ 1124 if (sack->env == NULL)
1125 { /* if it's on ground,open it also */
1082 new_draw_info (NDI_UNIQUE,0,op, buf); 1126 new_draw_info (NDI_UNIQUE, 0, op, buf);
1083 apply_container (op, sack); 1127 apply_container (op, sack);
1084 return 1; 1128 return 1;
1085 } 1129 }
1086 } else { 1130 }
1131 else
1132 {
1087 sprintf (buf, "You don't have the key to unlock %s.", 1133 sprintf (buf, "You don't have the key to unlock %s.", query_name (sack));
1088 query_name(sack)); 1134 }
1089 } 1135 }
1090 } else { 1136 else
1137 {
1091 sprintf (buf, "You readied %s.", query_name(sack)); 1138 sprintf (buf, "You readied %s.", query_name (sack));
1092 SET_FLAG (sack, FLAG_APPLIED); 1139 SET_FLAG (sack, FLAG_APPLIED);
1093 if (sack->env == NULL) { /* if it's on ground,open it also */ 1140 if (sack->env == NULL)
1141 { /* if it's on ground,open it also */
1094 new_draw_info (NDI_UNIQUE, 0, op, buf); 1142 new_draw_info (NDI_UNIQUE, 0, op, buf);
1095 apply_container (op, sack); 1143 apply_container (op, sack);
1096 return 1; 1144 return 1;
1145 }
1146 }
1097 } 1147 }
1098 }
1099 }
1100 new_draw_info (NDI_UNIQUE, 0, op, buf); 1148 new_draw_info (NDI_UNIQUE, 0, op, buf);
1149 if (op->contr)
1101 if (op->contr) op->contr->socket.update_look=1; 1150 op->contr->socket.update_look = 1;
1102 return 1; 1151 return 1;
1103} 1152}
1104 1153
1105/** 1154/**
1106 * Eneq(@csd.uu.se): Handle apply on containers. This is for containers 1155 * Eneq(@csd.uu.se): Handle apply on containers. This is for containers
1107 * the player has in their inventory, eg, sacks, luggages, etc. 1156 * the player has in their inventory, eg, sacks, luggages, etc.
1114 * Reminder - there are three states for any container - closed (non applied), 1163 * Reminder - there are three states for any container - closed (non applied),
1115 * applied (not open, but objects that match get tossed into it), and open 1164 * applied (not open, but objects that match get tossed into it), and open
1116 * (applied flag set, and op->container points to the open container) 1165 * (applied flag set, and op->container points to the open container)
1117 */ 1166 */
1118 1167
1168int
1119int esrv_apply_container (object *op, object *sack) 1169esrv_apply_container (object *op, object *sack)
1120{ 1170{
1121 object *tmp=op->container; 1171 object *tmp = op->container;
1172
1122 if(op->type!=PLAYER) 1173 if (op->type != PLAYER)
1123 return 0; /* This might change */ 1174 return 0; /* This might change */
1124 1175
1125 if (sack==NULL || sack->type != CONTAINER) { 1176 if (sack == NULL || sack->type != CONTAINER)
1126 LOG (llevError,
1127 "esrv_apply_container: %s is not container!\n",sack?sack->name:"NULL");
1128 return 0;
1129 } 1177 {
1178 LOG (llevError, "esrv_apply_container: %s is not container!\n", sack ? &sack->name : "[nullobject]");
1179 return 0;
1180 }
1130 1181
1131 /* If we have a currently open container, then it needs to be closed in all cases 1182 /* If we have a currently open container, then it needs to be closed in all cases
1132 * if we are opening this one up. We then fall through if appropriate for 1183 * if we are opening this one up. We then fall through if appropriate for
1133 * openening the new container. 1184 * openening the new container.
1134 */ 1185 */
1135 1186
1136 if (op->container && QUERY_FLAG(sack, FLAG_APPLIED)) { 1187 if (op->container && QUERY_FLAG (sack, FLAG_APPLIED))
1137 if (op->container->env != op) { /* if container is on the ground */ 1188 {
1189 if (op->container->env != op)
1190 { /* if container is on the ground */
1138 op->container->move_off = 0; 1191 op->container->move_off = 0;
1139 } 1192 }
1140 1193
1141 if (INVOKE_OBJECT (CLOSE, op)) 1194 if (INVOKE_OBJECT (CLOSE, tmp, ARG_OBJECT (op)))
1142 return 1; 1195 return 1;
1143 1196
1144 new_draw_info_format(NDI_UNIQUE, 0, op, "You close %s.", 1197 new_draw_info_format (NDI_UNIQUE, 0, op, "You close %s.", query_name (op->container));
1145 query_name(op->container));
1146 CLEAR_FLAG(op->container, FLAG_APPLIED); 1198 CLEAR_FLAG (op->container, FLAG_APPLIED);
1147 op->container=NULL; 1199 op->container = NULL;
1148 esrv_update_item (UPD_FLAGS, op, tmp); 1200 esrv_update_item (UPD_FLAGS, op, tmp);
1149 if (tmp == sack) return 1; 1201 if (tmp == sack)
1202 return 1;
1150 } 1203 }
1151 1204
1152 1205
1153 /* If the player is trying to open it (which he must be doing if we got here), 1206 /* If the player is trying to open it (which he must be doing if we got here),
1154 * and it is locked, check to see if player has the equipment to open it. 1207 * and it is locked, check to see if player has the equipment to open it.
1155 */ 1208 */
1156 1209
1157 if (sack->slaying) { /* it's locked */ 1210 if (sack->slaying)
1211 { /* it's locked */
1158 tmp=find_key(op, op, sack); 1212 tmp = find_key (op, op, sack);
1159 if (tmp) { 1213 if (tmp)
1214 {
1160 new_draw_info_format(NDI_UNIQUE, 0, op, "You unlock %s with %s.", query_name(sack), query_name(tmp)); 1215 new_draw_info_format (NDI_UNIQUE, 0, op, "You unlock %s with %s.", query_name (sack), query_name (tmp));
1161 } else {
1162 new_draw_info_format(NDI_UNIQUE, 0, op, "You don't have the key to unlock %s.",
1163 query_name(sack));
1164 return 0;
1165 } 1216 }
1217 else
1218 {
1219 new_draw_info_format (NDI_UNIQUE, 0, op, "You don't have the key to unlock %s.", query_name (sack));
1220 return 0;
1221 }
1166 } 1222 }
1167 1223
1168 /* By the time we get here, we have made sure any other container has been closed and 1224 /* By the time we get here, we have made sure any other container has been closed and
1169 * if this is a locked container, the player they key to open it. 1225 * if this is a locked container, the player they key to open it.
1170 */ 1226 */
1171 1227
1172 /* There are really two cases - the sack is either on the ground, or the sack is 1228 /* There are really two cases - the sack is either on the ground, or the sack is
1173 * part of the players inventory. If on the ground, we assume that the player is 1229 * part of the players inventory. If on the ground, we assume that the player is
1174 * opening it, since if it was being closed, that would have been taken care of above. 1230 * opening it, since if it was being closed, that would have been taken care of above.
1175 */ 1231 */
1176 1232
1177 1233
1178 if (sack->env != op) { 1234 if (sack->env != op)
1235 {
1179 /* Hypothetical case - the player is trying to open a sack that belong to someone 1236 /* Hypothetical case - the player is trying to open a sack that belong to someone
1180 * else. This normally should not happen, but a misbehaving client/player could 1237 * else. This normally should not happen, but a misbehaving client/player could
1181 * try to do it, so lets handle it gracefully. 1238 * try to do it, so lets handle it gracefully.
1182 */ 1239 */
1183 if (sack->env) { 1240 if (sack->env)
1241 {
1184 new_draw_info_format(NDI_UNIQUE, 0, op, "You can't open %s", 1242 new_draw_info_format (NDI_UNIQUE, 0, op, "You can't open %s", query_name (sack));
1185 query_name(sack));
1186 return 0; 1243 return 0;
1187 } 1244 }
1188 /* set these so when the player walks off, we can unapply the sack */ 1245 /* set these so when the player walks off, we can unapply the sack */
1189 sack->move_off = MOVE_ALL; /* trying force closing it */ 1246 sack->move_off = MOVE_ALL; /* trying force closing it */
1190 1247
1191 CLEAR_FLAG (sack, FLAG_APPLIED);
1192 new_draw_info_format(NDI_UNIQUE, 0, op, "You open %s.", query_name(sack));
1193 SET_FLAG (sack, FLAG_APPLIED);
1194 op->container = sack;
1195 esrv_update_item (UPD_FLAGS, op, sack);
1196 esrv_send_inventory (op, sack);
1197
1198 } else { /* sack is in players inventory */
1199 if (QUERY_FLAG (sack, FLAG_APPLIED)) { /* readied sack becoming open */
1200 CLEAR_FLAG (sack, FLAG_APPLIED); 1248 CLEAR_FLAG (sack, FLAG_APPLIED);
1201 new_draw_info_format(NDI_UNIQUE, 0, op, "You open %s.", query_name(sack)); 1249 new_draw_info_format (NDI_UNIQUE, 0, op, "You open %s.", query_name (sack));
1202 SET_FLAG (sack, FLAG_APPLIED); 1250 SET_FLAG (sack, FLAG_APPLIED);
1203 op->container = sack; 1251 op->container = sack;
1204 esrv_update_item (UPD_FLAGS, op, sack); 1252 esrv_update_item (UPD_FLAGS, op, sack);
1205 esrv_send_inventory (op, sack); 1253 esrv_send_inventory (op, sack);
1206 } 1254
1207 else { 1255 }
1256 else
1257 { /* sack is in players inventory */
1258 if (QUERY_FLAG (sack, FLAG_APPLIED))
1259 { /* readied sack becoming open */
1208 CLEAR_FLAG (sack, FLAG_APPLIED); 1260 CLEAR_FLAG (sack, FLAG_APPLIED);
1261 new_draw_info_format (NDI_UNIQUE, 0, op, "You open %s.", query_name (sack));
1262 SET_FLAG (sack, FLAG_APPLIED);
1263 op->container = sack;
1264 esrv_update_item (UPD_FLAGS, op, sack);
1265 esrv_send_inventory (op, sack);
1266 }
1267 else
1268 {
1269 CLEAR_FLAG (sack, FLAG_APPLIED);
1209 new_draw_info_format(NDI_UNIQUE, 0, op, "You readied %s.", query_name(sack)); 1270 new_draw_info_format (NDI_UNIQUE, 0, op, "You readied %s.", query_name (sack));
1210 SET_FLAG (sack, FLAG_APPLIED); 1271 SET_FLAG (sack, FLAG_APPLIED);
1211 esrv_update_item (UPD_FLAGS, op, sack); 1272 esrv_update_item (UPD_FLAGS, op, sack);
1212 } 1273 }
1213 } 1274 }
1214 return 1; 1275 return 1;
1215} 1276}
1216 1277
1217 1278
1218/** 1279/**
1219 * Handles dropping things on altar. 1280 * Handles dropping things on altar.
1220 * Returns true if sacrifice was accepted. 1281 * Returns true if sacrifice was accepted.
1221 */ 1282 */
1283static int
1222static int apply_altar (object *altar, object *sacrifice, object *originator) 1284apply_altar (object *altar, object *sacrifice, object *originator)
1223{ 1285{
1224 /* Only players can make sacrifices on spell casting altars. */ 1286 /* Only players can make sacrifices on spell casting altars. */
1225 if (altar->inv && ( ! originator || originator->type != PLAYER)) 1287 if (altar->inv && (!originator || originator->type != PLAYER))
1226 return 0; 1288 return 0;
1227 1289
1228 if (operate_altar (altar, &sacrifice)) { 1290 if (operate_altar (altar, &sacrifice))
1291 {
1229 /* Simple check. Unfortunately, it means you can't cast magic bullet 1292 /* Simple check. Unfortunately, it means you can't cast magic bullet
1230 * with an altar. We call it a Potion - altars are stationary - it 1293 * with an altar. We call it a Potion - altars are stationary - it
1231 * is up to map designers to use them properly. 1294 * is up to map designers to use them properly.
1232 */ 1295 */
1233 if (altar->inv && altar->inv->type==SPELL) { 1296 if (altar->inv && altar->inv->type == SPELL)
1297 {
1234 new_draw_info_format (NDI_BLACK, 0, originator, "The altar casts %s.", 1298 new_draw_info_format (NDI_BLACK, 0, originator, "The altar casts %s.", &altar->inv->name);
1235 altar->inv->name);
1236 cast_spell (originator, altar, 0, altar->inv, NULL); 1299 cast_spell (originator, altar, 0, altar->inv, NULL);
1237 /* If it is connected, push the button. Fixes some problems with 1300 /* If it is connected, push the button. Fixes some problems with
1238 * old maps. 1301 * old maps.
1239 */ 1302 */
1303
1240/* push_button (altar);*/ 1304/* push_button (altar);*/
1241 } else { 1305 }
1306 else
1307 {
1242 altar->value = 1; /* works only once */ 1308 altar->value = 1; /* works only once */
1243 push_button (altar); 1309 push_button (altar);
1244 } 1310 }
1245 return sacrifice == NULL; 1311
1246 } else { 1312 return !sacrifice;
1313 }
1314 else
1247 return 0; 1315 return 0;
1248 }
1249} 1316}
1250
1251 1317
1252/** 1318/**
1253 * Handles 'movement' of shop mats. 1319 * Handles 'movement' of shop mats.
1254 * Returns 1 if 'op' was destroyed, 0 if not. 1320 * Returns 1 if 'op' was destroyed, 0 if not.
1255 * Largely re-written to not use nearly as many gotos, plus 1321 * Largely re-written to not use nearly as many gotos, plus
1256 * some of this code just looked plain out of date. 1322 * some of this code just looked plain out of date.
1257 * MSW 2001-08-29 1323 * MSW 2001-08-29
1258 */ 1324 */
1325int
1259int apply_shop_mat (object *shop_mat, object *op) 1326apply_shop_mat (object *shop_mat, object *op)
1260{ 1327{
1261 int rv = 0; 1328 int rv = 0;
1262 double opinion; 1329 double opinion;
1263 object *tmp, *next; 1330 object *tmp, *next;
1264 1331
1265 SET_FLAG (op,FLAG_NO_APPLY); /* prevent loops */ 1332 SET_FLAG (op, FLAG_NO_APPLY); /* prevent loops */
1266 1333
1267 if (op->type != PLAYER) { 1334 if (op->type != PLAYER)
1335 {
1268 /* Remove all the unpaid objects that may be carried here. 1336 /* Remove all the unpaid objects that may be carried here.
1269 * This could be pets or monsters that are somehow in 1337 * This could be pets or monsters that are somehow in
1270 * the shop. 1338 * the shop.
1271 */ 1339 */
1272 for (tmp=op->inv; tmp; tmp=next) { 1340 for (tmp = op->inv; tmp; tmp = next)
1341 {
1273 next = tmp->below; 1342 next = tmp->below;
1343
1274 if (QUERY_FLAG(tmp, FLAG_UNPAID)) { 1344 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1345 {
1275 int i = find_free_spot (tmp, op->map, op->x, op->y, 1, 9); 1346 int i = find_free_spot (tmp, op->map, op->x, op->y, 1, 9);
1276 1347
1277 remove_ob(tmp); 1348 tmp->remove ();
1278 if (i==-1) i=0; 1349
1279 tmp->map = op->map; 1350 if (i == -1)
1351 i = 0;
1352
1353 tmp->map = op->map;
1280 tmp->x = op->x + freearr_x[i]; 1354 tmp->x = op->x + freearr_x[i];
1281 tmp->y = op->y + freearr_y[i]; 1355 tmp->y = op->y + freearr_y[i];
1282 insert_ob_in_map(tmp, op->map, op, 0); 1356 insert_ob_in_map (tmp, op->map, op, 0);
1283 } 1357 }
1284 } 1358 }
1285 1359
1286 /* Don't teleport things like spell effects */ 1360 /* Don't teleport things like spell effects */
1287 if (QUERY_FLAG(op, FLAG_NO_PICK)) return 0; 1361 if (QUERY_FLAG (op, FLAG_NO_PICK))
1362 return 0;
1288 1363
1289 /* unpaid objects, or non living objects, can't transfer by 1364 /* unpaid objects, or non living objects, can't transfer by
1290 * shop mats. Instead, put it on a nearby space. 1365 * shop mats. Instead, put it on a nearby space.
1291 */ 1366 */
1292 if (QUERY_FLAG(op, FLAG_UNPAID) || !QUERY_FLAG(op, FLAG_ALIVE)) { 1367 if (QUERY_FLAG (op, FLAG_UNPAID) || !QUERY_FLAG (op, FLAG_ALIVE))
1368 {
1293 1369
1294 /* Somebody dropped an unpaid item, just move to an adjacent place. */ 1370 /* Somebody dropped an unpaid item, just move to an adjacent place. */
1371 int i = find_free_spot (op, op->map, op->x, op->y, 1, 9);
1372
1373 if (i != -1)
1374 rv = transfer_ob (op, op->x + freearr_x[i], op->y + freearr_y[i], 0, shop_mat);
1375
1376 return 0;
1377 }
1378 /* Removed code that checked for multipart objects - it appears that
1379 * the teleport function should be able to handle this just fine.
1380 */
1381 rv = teleport (shop_mat, SHOP_MAT, op);
1382 }
1383 else if (can_pay (op) && get_payment (op))
1384 {
1385 /* this is only used for players */
1386 rv = teleport (shop_mat, SHOP_MAT, op);
1387
1388 if (shop_mat->msg)
1389 new_draw_info (NDI_UNIQUE, 0, op, shop_mat->msg);
1390 /* This check below is a bit simplistic - generally it should be correct,
1391 * but there is never a guarantee that the bottom space on the map is
1392 * actually the shop floor.
1393 */
1394 else if (!rv && !is_in_shop (op))
1395 {
1396 opinion = shopkeeper_approval (op->map, op);
1397
1398 if (opinion > 0.9)
1399 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper gives you a friendly wave.");
1400 else if (opinion > 0.75)
1401 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper waves to you.");
1402 else if (opinion > 0.5)
1403 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper ignores you.");
1404 else
1405 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper glares at you with contempt.");
1406 }
1407 }
1408 else
1409 {
1410 /* if we get here, a player tried to leave a shop but was not able
1411 * to afford the items he has. We try to move the player so that
1412 * they are not on the mat anymore
1413 */
1295 int i = find_free_spot (op, op->map, op->x, op->y, 1, 9); 1414 int i = find_free_spot (op, op->map, op->x, op->y, 1, 9);
1415
1296 if (i != -1) { 1416 if (i == -1)
1297 rv = transfer_ob (op, op->x + freearr_x[i], op->y + freearr_y[i], 0, 1417 {
1298 shop_mat);
1299 }
1300 return 0;
1301 }
1302 /* Removed code that checked for multipart objects - it appears that
1303 * the teleport function should be able to handle this just fine.
1304 */
1305 rv = teleport (shop_mat, SHOP_MAT, op);
1306 }
1307 /* immediate block below is only used for players */
1308 else if (can_pay(op)) {
1309 get_payment (op, op->inv);
1310 rv = teleport (shop_mat, SHOP_MAT, op);
1311 if (shop_mat->msg) {
1312 new_draw_info (NDI_UNIQUE, 0, op, shop_mat->msg);
1313 }
1314 /* This check below is a bit simplistic - generally it should be correct,
1315 * but there is never a guarantee that the bottom space on the map is
1316 * actually the shop floor.
1317 */
1318 else if ( ! rv && (tmp = get_map_ob (op->map, op->x, op->y)) != NULL
1319 && tmp->type != SHOP_FLOOR) {
1320 opinion = shopkeeper_approval(op->map, op);
1321 if ( opinion > 0.9)
1322 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper gives you a friendly wave.");
1323 else if ( opinion > 0.75)
1324 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper waves to you.");
1325 else if ( opinion > 0.5)
1326 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper ignores you.");
1327 else
1328 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper glares at you with contempt.");
1329 }
1330 }
1331 else {
1332 /* if we get here, a player tried to leave a shop but was not able
1333 * to afford the items he has. We try to move the player so that
1334 * they are not on the mat anymore
1335 */
1336
1337 int i = find_free_spot (op, op->map, op->x, op->y, 1, 9);
1338 if(i == -1) {
1339 LOG (llevError, "Internal shop-mat problem.\n"); 1418 LOG (llevError, "Internal shop-mat problem.\n");
1340 } else { 1419 }
1341 remove_ob (op); 1420 else
1421 {
1422 op->remove ();
1342 op->x += freearr_x[i]; 1423 op->x += freearr_x[i];
1343 op->y += freearr_y[i]; 1424 op->y += freearr_y[i];
1344 rv = insert_ob_in_map (op, op->map, shop_mat,0) == NULL; 1425 rv = insert_ob_in_map (op, op->map, shop_mat, 0) == NULL;
1345 } 1426 }
1346 } 1427 }
1428
1347 CLEAR_FLAG (op, FLAG_NO_APPLY); 1429 CLEAR_FLAG (op, FLAG_NO_APPLY);
1348 return rv; 1430 return rv;
1349} 1431}
1350 1432
1351/** 1433/**
1352 * Handles applying a sign. 1434 * Handles applying a sign.
1353 */ 1435 */
1436static void
1354static void apply_sign (object *op, object *sign, int autoapply) 1437apply_sign (object *op, object *sign, int autoapply)
1355{ 1438{
1356 readable_message_type* msgType; 1439 readable_message_type *msgType;
1357 char newbuf[HUGE_BUF]; 1440 char newbuf[HUGE_BUF];
1441
1358 if (sign->msg == NULL) { 1442 if (sign->msg == NULL)
1443 {
1359 new_draw_info (NDI_UNIQUE, 0, op, "Nothing is written on it."); 1444 new_draw_info (NDI_UNIQUE, 0, op, "Nothing is written on it.");
1445 return;
1446 }
1447
1448 if (sign->stats.food)
1449 {
1450 if (sign->last_eat >= sign->stats.food)
1451 {
1452 if (!sign->move_on)
1453 new_draw_info (NDI_UNIQUE, 0, op, "You cannot read it anymore.");
1360 return; 1454 return;
1361 } 1455 }
1362 1456
1363 if (sign->stats.food) {
1364 if (sign->last_eat >= sign->stats.food) {
1365 if (!sign->move_on)
1366 new_draw_info (NDI_UNIQUE, 0, op, "You cannot read it anymore.");
1367 return;
1368 }
1369
1370 if (!QUERY_FLAG(op, FLAG_WIZPASS)) 1457 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1371 sign->last_eat++; 1458 sign->last_eat++;
1372 } 1459 }
1373 1460
1374 /* Sign or magic mouth? Do we need to see it, or does it talk to us? 1461 /* Sign or magic mouth? Do we need to see it, or does it talk to us?
1375 * No way to know for sure. The presumption is basically that if 1462 * No way to know for sure. The presumption is basically that if
1376 * move_on is zero, it needs to be manually applied (doesn't talk 1463 * move_on is zero, it needs to be manually applied (doesn't talk
1377 * to us). 1464 * to us).
1378 */ 1465 */
1379 if (QUERY_FLAG (op, FLAG_BLIND) && ! QUERY_FLAG (op, FLAG_WIZ) && !sign->move_on) { 1466 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ) && !sign->move_on)
1380 new_draw_info (NDI_UNIQUE, 0, op, 1467 {
1381 "You are unable to read while blind."); 1468 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind.");
1382 return; 1469 return;
1383 } 1470 }
1384 msgType=get_readable_message_type(sign); 1471 msgType = get_readable_message_type (sign);
1385 snprintf(newbuf,sizeof(newbuf),"%hhu %s", autoapply?1:0,sign->msg); 1472 snprintf (newbuf, sizeof (newbuf), "%hhu %s", autoapply ? 1 : 0, &sign->msg);
1386 draw_ext_info(NDI_UNIQUE | NDI_NAVY, 0, op, msgType->message_type, msgType->message_subtype, newbuf, sign->msg); 1473 draw_ext_info (NDI_UNIQUE | NDI_NAVY, 0, op, msgType->message_type, msgType->message_subtype, newbuf, &sign->msg);
1387} 1474}
1388
1389 1475
1390/** 1476/**
1391 * 'victim' moves onto 'trap' 1477 * 'victim' moves onto 'trap'
1392 * 'victim' leaves 'trap' 1478 * 'victim' leaves 'trap'
1393 * effect is determined by move_on/move_off of trap and move_type of victime. 1479 * effect is determined by move_on/move_off of trap and move_type of victime.
1394 * 1480 *
1395 * originator: Player, monster or other object that caused 'victim' to move 1481 * originator: Player, monster or other object that caused 'victim' to move
1396 * onto 'trap'. Will receive messages caused by this action. May be NULL. 1482 * onto 'trap'. Will receive messages caused by this action. May be NULL.
1397 * However, some types of traps require an originator to function. 1483 * However, some types of traps require an originator to function.
1398 */ 1484 */
1485void
1399void move_apply (object *trap, object *victim, object *originator) 1486move_apply (object *trap, object *victim, object *originator)
1400{ 1487{
1401 static int recursion_depth = 0; 1488 static int recursion_depth = 0;
1402 1489
1403 /* Only exits affect DMs. */ 1490 /* Only exits affect DMs. */
1404 if (QUERY_FLAG(victim, FLAG_WIZPASS) && trap->type != EXIT && trap->type != SIGN) 1491 if (QUERY_FLAG (victim, FLAG_WIZPASS) && trap->type != EXIT && trap->type != SIGN)
1405 return; 1492 return;
1406 1493
1407 /* move_apply() is the most likely candidate for causing unwanted and 1494 /* move_apply() is the most likely candidate for causing unwanted and
1408 * possibly unlimited recursion. 1495 * possibly unlimited recursion.
1409 */ 1496 */
1411 * maps to fail. 1) it's not an error to recurse: 1498 * maps to fail. 1) it's not an error to recurse:
1412 * rune detonates, summoning monster. monster lands on nearby rune. 1499 * rune detonates, summoning monster. monster lands on nearby rune.
1413 * nearby rune detonates. This sort of recursion is expected and 1500 * nearby rune detonates. This sort of recursion is expected and
1414 * proper. This code was causing needless crashes. 1501 * proper. This code was causing needless crashes.
1415 */ 1502 */
1416 if (recursion_depth >= 500) { 1503 if (recursion_depth >= 500)
1504 {
1417 LOG (llevDebug, "WARNING: move_apply(): aborting recursion " 1505 LOG (llevDebug, "WARNING: move_apply(): aborting recursion "
1418 "[trap arch %s, name %s; victim arch %s, name %s]\n", 1506 "[trap arch %s, name %s; victim arch %s, name %s]\n", &trap->arch->name, &trap->name, &victim->arch->name, &victim->name);
1419 trap->arch->name, trap->name, victim->arch->name, victim->name); 1507 return;
1420 return;
1421 } 1508 }
1422 recursion_depth++; 1509 recursion_depth++;
1423 if (trap->head) trap=trap->head; 1510 if (trap->head)
1511 trap = trap->head;
1424 1512
1425 if (INVOKE_OBJECT (MOVE_TRIGGER, trap, ARG_OBJECT (victim), ARG_OBJECT (originator))) 1513 if (INVOKE_OBJECT (MOVE_TRIGGER, trap, ARG_OBJECT (victim), ARG_OBJECT (originator)))
1514 goto leave;
1515
1516 switch (trap->type)
1517 {
1518 case PLAYERMOVER:
1519 if (trap->attacktype && (trap->level || victim->type != PLAYER) && !should_director_abort (trap, victim))
1520 {
1521 if (!trap->stats.maxsp)
1522 trap->stats.maxsp = 2;
1523
1524 /* Is this correct? From the docs, it doesn't look like it
1525 * should be divided by trap->speed
1526 */
1527 victim->speed_left = -FABS (trap->stats.maxsp * victim->speed / trap->speed);
1528
1529 /* Just put in some sanity check. I think there is a bug in the
1530 * above with some objects have zero speed, and thus the player
1531 * getting permanently paralyzed.
1532 */
1533 if (victim->speed_left < -50.0)
1534 victim->speed_left = -50.0;
1535 /* LOG(llevDebug, "apply, playermove, player speed_left=%f\n", victim->speed_left); */
1536 }
1426 goto leave; 1537 goto leave;
1427 1538
1428 switch (trap->type) {
1429 case PLAYERMOVER:
1430 if (trap->attacktype && (trap->level || victim->type!=PLAYER) &&
1431 !should_director_abort(trap, victim)) {
1432 if (!trap->stats.maxsp) trap->stats.maxsp=2;
1433
1434 /* Is this correct? From the docs, it doesn't look like it
1435 * should be divided by trap->speed
1436 */
1437 victim->speed_left = -FABS(trap->stats.maxsp*victim->speed/trap->speed);
1438
1439 /* Just put in some sanity check. I think there is a bug in the
1440 * above with some objects have zero speed, and thus the player
1441 * getting permanently paralyzed.
1442 */
1443 if (victim->speed_left<-50.0) victim->speed_left=-50.0;
1444 /* LOG(llevDebug, "apply, playermove, player speed_left=%f\n", victim->speed_left);*/
1445 }
1446 goto leave;
1447
1448 case SPINNER: 1539 case SPINNER:
1449 if(victim->direction) { 1540 if (victim->direction)
1541 {
1450 victim->direction=absdir(victim->direction-trap->stats.sp); 1542 victim->direction = absdir (victim->direction - trap->stats.sp);
1451 update_turn_face(victim); 1543 update_turn_face (victim);
1452 } 1544 }
1453 goto leave; 1545 goto leave;
1454 1546
1455 case DIRECTOR: 1547 case DIRECTOR:
1456 if(victim->direction && !should_director_abort(trap, victim)) { 1548 if (victim->direction && !should_director_abort (trap, victim))
1549 {
1457 victim->direction=trap->stats.sp; 1550 victim->direction = trap->stats.sp;
1458 update_turn_face(victim); 1551 update_turn_face (victim);
1459 } 1552 }
1460 goto leave; 1553 goto leave;
1461 1554
1462 case BUTTON: 1555 case BUTTON:
1463 case PEDESTAL: 1556 case PEDESTAL:
1464 update_button(trap); 1557 update_button (trap);
1465 goto leave; 1558 goto leave;
1466 1559
1467 case ALTAR: 1560 case ALTAR:
1468 /* sacrifice victim on trap */ 1561 /* sacrifice victim on trap */
1469 apply_altar (trap, victim, originator); 1562 apply_altar (trap, victim, originator);
1470 goto leave; 1563 goto leave;
1471 1564
1472 case THROWN_OBJ: 1565 case THROWN_OBJ:
1473 if (trap->inv == NULL) 1566 if (trap->inv == NULL)
1474 goto leave; 1567 goto leave;
1475 /* fallthrough */ 1568 /* fallthrough */
1476 1569
1477 case ARROW: 1570 case ARROW:
1478
1479 /* bad bug: monster throw a object, make a step forwards, step on object , 1571 /* bad bug: monster throw a object, make a step forwards, step on object ,
1480 * trigger this here and get hit by own missile - and will be own enemy. 1572 * trigger this here and get hit by own missile - and will be own enemy.
1481 * Victim then is his own enemy and will start to kill herself (this is 1573 * Victim then is his own enemy and will start to kill herself (this is
1482 * removed) but we have not synced victim and his missile. To avoid senseless 1574 * removed) but we have not synced victim and his missile. To avoid senseless
1483 * action, we avoid hits here 1575 * action, we avoid hits here
1484 */ 1576 */
1485 if ((QUERY_FLAG (victim, FLAG_ALIVE) && trap->speed) && trap->owner != victim) 1577 if ((QUERY_FLAG (victim, FLAG_ALIVE) && trap->speed) && trap->owner != victim)
1486 hit_with_arrow (trap, victim); 1578 hit_with_arrow (trap, victim);
1487 goto leave; 1579 goto leave;
1488 1580
1489 case SPELL_EFFECT: 1581 case SPELL_EFFECT:
1490 apply_spell_effect(trap, victim); 1582 apply_spell_effect (trap, victim);
1491 goto leave; 1583 goto leave;
1492 1584
1493 case TRAPDOOR: 1585 case TRAPDOOR:
1494 { 1586 {
1495 int max, sound_was_played; 1587 int max, sound_was_played;
1496 object *ab, *ab_next; 1588 object *ab, *ab_next;
1589
1497 if(!trap->value) { 1590 if (!trap->value)
1498 int tot; 1591 {
1592 int tot;
1593
1499 for(ab=trap->above,tot=0;ab!=NULL;ab=ab->above) 1594 for (ab = trap->above, tot = 0; ab != NULL; ab = ab->above)
1500 if ((ab->move_type && trap->move_on) || ab->move_type==0) 1595 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
1501 tot += (ab->nrof ? ab->nrof : 1) * ab->weight + ab->carrying; 1596 tot += (ab->nrof ? ab->nrof : 1) * ab->weight + ab->carrying;
1502 1597
1503 if(!(trap->value=(tot>trap->weight)?1:0)) 1598 if (!(trap->value = (tot > trap->weight) ? 1 : 0))
1504 goto leave; 1599 goto leave;
1505 1600
1506 SET_ANIMATION(trap, trap->value); 1601 SET_ANIMATION (trap, trap->value);
1507 update_object(trap,UP_OBJ_FACE); 1602 update_object (trap, UP_OBJ_FACE);
1508 } 1603 }
1509 1604
1510 for (ab = trap->above, max=100, sound_was_played = 0; --max && ab; ab=ab_next) { 1605 for (ab = trap->above, max = 100, sound_was_played = 0; --max && ab; ab = ab_next)
1606 {
1511 /* need to set this up, since if we do transfer the object, 1607 /* need to set this up, since if we do transfer the object,
1512 * ab->above would be bogus 1608 * ab->above would be bogus
1513 */ 1609 */
1514 ab_next = ab->above; 1610 ab_next = ab->above;
1515 1611
1516 if ((ab->move_type && trap->move_on) || ab->move_type==0) { 1612 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
1517 if ( ! sound_was_played) { 1613 {
1614 if (!sound_was_played)
1615 {
1518 play_sound_map(trap->map, trap->x, trap->y, SOUND_FALL_HOLE); 1616 play_sound_map (trap->map, trap->x, trap->y, SOUND_FALL_HOLE);
1519 sound_was_played = 1; 1617 sound_was_played = 1;
1520 } 1618 }
1521 new_draw_info(NDI_UNIQUE, 0,ab,"You fall into a trapdoor!"); 1619 new_draw_info (NDI_UNIQUE, 0, ab, "You fall into a trapdoor!");
1522 transfer_ob(ab,(int)EXIT_X(trap),(int)EXIT_Y(trap),0,ab); 1620 transfer_ob (ab, (int) EXIT_X (trap), (int) EXIT_Y (trap), 0, ab);
1523 } 1621 }
1524 } 1622 }
1525 goto leave; 1623 goto leave;
1526 } 1624 }
1527 1625
1528 1626
1529 case CONVERTER: 1627 case CONVERTER:
1530 if (convert_item (victim, trap) < 0) { 1628 if (convert_item (victim, trap) < 0)
1531 object *op; 1629 {
1630 object *op;
1532 1631
1533 new_draw_info_format(NDI_UNIQUE, 0, originator, "The %s seems to be broken!", query_name(trap)); 1632 new_draw_info_format (NDI_UNIQUE, 0, originator, "The %s seems to be broken!", query_name (trap));
1534 1633
1535 op = get_archetype("burnout"); 1634 op = get_archetype ("burnout");
1536 if (op != NULL) { 1635 if (op != NULL)
1537 op->x = trap->x; 1636 {
1538 op->y = trap->y; 1637 op->x = trap->x;
1638 op->y = trap->y;
1539 insert_ob_in_map(op, trap->map, trap, 0); 1639 insert_ob_in_map (op, trap->map, trap, 0);
1540 } 1640 }
1541 } 1641 }
1542 goto leave; 1642 goto leave;
1543 1643
1544 case TRIGGER_BUTTON: 1644 case TRIGGER_BUTTON:
1545 case TRIGGER_PEDESTAL: 1645 case TRIGGER_PEDESTAL:
1546 case TRIGGER_ALTAR: 1646 case TRIGGER_ALTAR:
1547 check_trigger (trap, victim); 1647 check_trigger (trap, victim);
1548 goto leave; 1648 goto leave;
1549 1649
1550 case DEEP_SWAMP: 1650 case DEEP_SWAMP:
1551 walk_on_deep_swamp (trap, victim); 1651 walk_on_deep_swamp (trap, victim);
1552 goto leave; 1652 goto leave;
1553 1653
1554 case CHECK_INV: 1654 case CHECK_INV:
1555 check_inv (victim, trap); 1655 check_inv (victim, trap);
1556 goto leave; 1656 goto leave;
1557 1657
1558 case HOLE: 1658 case HOLE:
1559 /* Hole not open? */ 1659 /* Hole not open? */
1560 if(trap->stats.wc > 0) 1660 if (trap->stats.wc > 0)
1561 goto leave; 1661 goto leave;
1562 1662
1563 /* Is this a multipart monster and not the head? If so, return. 1663 /* Is this a multipart monster and not the head? If so, return.
1564 * Processing will happen if the head runs into the pit 1664 * Processing will happen if the head runs into the pit
1565 */ 1665 */
1566 if (victim->head) 1666 if (victim->head)
1567 goto leave; 1667 goto leave;
1568 1668
1569 play_sound_map (victim->map, victim->x, victim->y, SOUND_FALL_HOLE); 1669 play_sound_map (victim->map, victim->x, victim->y, SOUND_FALL_HOLE);
1570 new_draw_info (NDI_UNIQUE, 0, victim, "You fall through the hole!\n"); 1670 new_draw_info (NDI_UNIQUE, 0, victim, "You fall through the hole!\n");
1571 transfer_ob (victim, EXIT_X (trap), EXIT_Y (trap), 1, victim); 1671 transfer_ob (victim, EXIT_X (trap), EXIT_Y (trap), 1, victim);
1572 goto leave; 1672 goto leave;
1573 1673
1574 case EXIT: 1674 case EXIT:
1575 if (victim->type == PLAYER && EXIT_PATH (trap)) { 1675 if (victim->type == PLAYER && EXIT_PATH (trap))
1676 {
1576 /* Basically, don't show exits leading to random maps the 1677 /* Basically, don't show exits leading to random maps the
1577 * players output. 1678 * players output.
1578 */ 1679 */
1579 if (trap->msg && strncmp(EXIT_PATH(trap),"/!",2) && strncmp(EXIT_PATH(trap), "/random/", 8)) 1680 if (trap->msg && strncmp (EXIT_PATH (trap), "/!", 2) && strncmp (EXIT_PATH (trap), "/random/", 8))
1580 new_draw_info (NDI_NAVY, 0, victim, trap->msg); 1681 new_draw_info (NDI_NAVY, 0, victim, trap->msg);
1581 enter_exit (victim, trap); 1682 enter_exit (victim, trap);
1582 } 1683 }
1583 goto leave; 1684 goto leave;
1584 1685
1585 case ENCOUNTER: 1686 case ENCOUNTER:
1586 /* may be some leftovers on this */ 1687 /* may be some leftovers on this */
1587 goto leave; 1688 goto leave;
1588 1689
1589 case SHOP_MAT: 1690 case SHOP_MAT:
1590 apply_shop_mat (trap, victim); 1691 apply_shop_mat (trap, victim);
1591 goto leave; 1692 goto leave;
1592 1693
1593 /* Drop a certain amount of gold, and have one item identified */ 1694 /* Drop a certain amount of gold, and have one item identified */
1594 case IDENTIFY_ALTAR: 1695 case IDENTIFY_ALTAR:
1595 apply_id_altar (victim, trap, originator); 1696 apply_id_altar (victim, trap, originator);
1596 goto leave; 1697 goto leave;
1597 1698
1598 case SIGN: 1699 case SIGN:
1599 if (victim->type != PLAYER && trap->stats.food > 0) 1700 if (victim->type != PLAYER && trap->stats.food > 0)
1600 goto leave; /* monsters musn't apply magic_mouths with counters */ 1701 goto leave; /* monsters musn't apply magic_mouths with counters */
1601 1702
1602 apply_sign (victim, trap, 1); 1703 apply_sign (victim, trap, 1);
1603 goto leave; 1704 goto leave;
1604 1705
1605 case CONTAINER: 1706 case CONTAINER:
1606 if (victim->type==PLAYER) 1707 if (victim->type == PLAYER)
1607 (void) esrv_apply_container (victim, trap); 1708 (void) esrv_apply_container (victim, trap);
1608 else 1709 else
1609 (void) apply_container (victim, trap); 1710 (void) apply_container (victim, trap);
1610 goto leave; 1711 goto leave;
1611 1712
1612 case RUNE: 1713 case RUNE:
1613 case TRAP: 1714 case TRAP:
1614 if (trap->level && QUERY_FLAG (victim, FLAG_ALIVE)) { 1715 if (trap->level && QUERY_FLAG (victim, FLAG_ALIVE))
1716 {
1615 spring_trap(trap, victim); 1717 spring_trap (trap, victim);
1616 } 1718 }
1617 goto leave; 1719 goto leave;
1618 1720
1619 default: 1721 default:
1620 LOG (llevDebug, "name %s, arch %s, type %d with fly/walk on/off not " 1722 LOG (llevDebug, "name %s, arch %s, type %d with fly/walk on/off not "
1621 "handled in move_apply()\n", trap->name, trap->arch->name, 1723 "handled in move_apply()\n", &trap->name, &trap->arch->name, trap->type);
1622 trap->type);
1623 goto leave; 1724 goto leave;
1624 } 1725 }
1625 1726
1626 leave: 1727leave:
1627 recursion_depth--; 1728 recursion_depth--;
1628} 1729}
1629 1730
1630/** 1731/**
1631 * Handles reading a regular (ie not containing a spell) book. 1732 * Handles reading a regular (ie not containing a spell) book.
1632 */ 1733 */
1734static void
1633static void apply_book (object *op, object *tmp) 1735apply_book (object *op, object *tmp)
1634{ 1736{
1635 int lev_diff; 1737 int lev_diff;
1636 object *skill_ob; 1738 object *skill_ob;
1637 1739
1638 if(QUERY_FLAG(op, FLAG_BLIND)&&!QUERY_FLAG(op,FLAG_WIZ)) { 1740 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1741 {
1639 new_draw_info(NDI_UNIQUE, 0,op,"You are unable to read while blind."); 1742 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind.");
1640 return; 1743 return;
1641 } 1744 }
1642 if(tmp->msg==NULL) { 1745 if (tmp->msg == NULL)
1643 new_draw_info_format(NDI_UNIQUE, 0, op, 1746 {
1644 "You open the %s and find it empty.", tmp->name); 1747 new_draw_info_format (NDI_UNIQUE, 0, op, "You open the %s and find it empty.", &tmp->name);
1645 return; 1748 return;
1646 } 1749 }
1647 1750
1648 /* need a literacy skill to read stuff! */ 1751 /* need a literacy skill to read stuff! */
1649 skill_ob = find_skill_by_name(op, tmp->skill); 1752 skill_ob = find_skill_by_name (op, tmp->skill);
1650 if ( ! skill_ob) { 1753 if (!skill_ob)
1651 new_draw_info(NDI_UNIQUE, 0,op,
1652 "You are unable to decipher the strange symbols.");
1653 return;
1654 } 1754 {
1755 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to decipher the strange symbols.");
1756 return;
1757 }
1655 lev_diff = tmp->level - (skill_ob->level + 5); 1758 lev_diff = tmp->level - (skill_ob->level + 5);
1656 if ( ! QUERY_FLAG (op, FLAG_WIZ) && lev_diff > 0) { 1759 if (!QUERY_FLAG (op, FLAG_WIZ) && lev_diff > 0)
1760 {
1657 if (lev_diff < 2) 1761 if (lev_diff < 2)
1658 new_draw_info(NDI_UNIQUE, 0,op,"This book is just barely beyond your comprehension."); 1762 new_draw_info (NDI_UNIQUE, 0, op, "This book is just barely beyond your comprehension.");
1659 else if (lev_diff < 3) 1763 else if (lev_diff < 3)
1660 new_draw_info(NDI_UNIQUE, 0,op,"This book is slightly beyond your comprehension."); 1764 new_draw_info (NDI_UNIQUE, 0, op, "This book is slightly beyond your comprehension.");
1661 else if (lev_diff < 5) 1765 else if (lev_diff < 5)
1662 new_draw_info(NDI_UNIQUE, 0,op,"This book is beyond your comprehension."); 1766 new_draw_info (NDI_UNIQUE, 0, op, "This book is beyond your comprehension.");
1663 else if (lev_diff < 8) 1767 else if (lev_diff < 8)
1664 new_draw_info(NDI_UNIQUE, 0,op,"This book is quite a bit beyond your comprehension."); 1768 new_draw_info (NDI_UNIQUE, 0, op, "This book is quite a bit beyond your comprehension.");
1665 else if (lev_diff < 15) 1769 else if (lev_diff < 15)
1666 new_draw_info(NDI_UNIQUE, 0,op,"This book is way beyond your comprehension."); 1770 new_draw_info (NDI_UNIQUE, 0, op, "This book is way beyond your comprehension.");
1667 else 1771 else
1668 new_draw_info(NDI_UNIQUE, 0,op,"This book is totally beyond your comprehension."); 1772 new_draw_info (NDI_UNIQUE, 0, op, "This book is totally beyond your comprehension.");
1669 return; 1773 return;
1670 } 1774 }
1671 1775
1672 readable_message_type* msgType = get_readable_message_type(tmp); 1776 readable_message_type *msgType = get_readable_message_type (tmp);
1777
1673 draw_ext_info_format(NDI_UNIQUE | NDI_NAVY, 0, op, 1778 draw_ext_info_format (NDI_UNIQUE | NDI_NAVY, 0, op,
1674 msgType->message_type, msgType->message_subtype, 1779 msgType->message_type, msgType->message_subtype,
1675 "You open the %s and start reading.\n%s", 1780 "You open the %s and start reading.\n%s", "%s\n%s", long_desc (tmp, op), &tmp->msg);
1676 "%s\n%s",
1677 long_desc(tmp,op), tmp->msg);
1678 1781
1679 /* gain xp from reading */ 1782 /* gain xp from reading */
1680 if(!QUERY_FLAG(tmp,FLAG_NO_SKILL_IDENT)) { /* only if not read before */ 1783 if (!QUERY_FLAG (tmp, FLAG_NO_SKILL_IDENT))
1784 { /* only if not read before */
1681 int exp_gain=calc_skill_exp(op,tmp, skill_ob); 1785 int exp_gain = calc_skill_exp (op, tmp, skill_ob);
1786
1682 if(!QUERY_FLAG(tmp,FLAG_IDENTIFIED)) { 1787 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1788 {
1683 /*exp_gain *= 2; because they just identified it too */ 1789 /*exp_gain *= 2; because they just identified it too */
1684 SET_FLAG(tmp,FLAG_IDENTIFIED); 1790 SET_FLAG (tmp, FLAG_IDENTIFIED);
1685 /* If in a container, update how it looks */ 1791 /* If in a container, update how it looks */
1792 if (tmp->env)
1686 if(tmp->env) esrv_update_item(UPD_FLAGS|UPD_NAME, op,tmp); 1793 esrv_update_item (UPD_FLAGS | UPD_NAME, op, tmp);
1794 else
1687 else op->contr->socket.update_look=1; 1795 op->contr->socket.update_look = 1;
1688 } 1796 }
1689 change_exp(op,exp_gain, skill_ob->skill, 0); 1797 change_exp (op, exp_gain, skill_ob->skill, 0);
1690 SET_FLAG(tmp,FLAG_NO_SKILL_IDENT); /* so no more xp gained from this book */ 1798 SET_FLAG (tmp, FLAG_NO_SKILL_IDENT); /* so no more xp gained from this book */
1691 } 1799 }
1692} 1800}
1693 1801
1694/** 1802/**
1695 * Handles the applying of a skill scroll, calling learn_skill straight. 1803 * Handles the applying of a skill scroll, calling learn_skill straight.
1696 * op is the person learning the skill, tmp is the skill scroll object 1804 * op is the person learning the skill, tmp is the skill scroll object
1697 */ 1805 */
1806static void
1698static void apply_skillscroll (object *op, object *tmp) 1807apply_skillscroll (object *op, object *tmp)
1699{ 1808{
1700 switch ((int) learn_skill (op, tmp)) { 1809 switch ((int) learn_skill (op, tmp))
1701 case 0: 1810 {
1811 case 0:
1702 new_draw_info(NDI_UNIQUE, 0,op,"You already possess the knowledge "); 1812 new_draw_info (NDI_UNIQUE, 0, op, "You already possess the knowledge ");
1703 new_draw_info_format(NDI_UNIQUE, 0,op,"held within the %s.\n",query_name(tmp)); 1813 new_draw_info_format (NDI_UNIQUE, 0, op, "held within the %s.\n", query_name (tmp));
1704 return; 1814 return;
1705 1815
1706 case 1: 1816 case 1:
1707 new_draw_info_format(NDI_UNIQUE, 0,op,"You succeed in learning %s", 1817 new_draw_info_format (NDI_UNIQUE, 0, op, "You succeed in learning %s", &tmp->skill);
1708 tmp->skill);
1709 new_draw_info_format(NDI_UNIQUE, 0, op,
1710 "Type 'bind ready_skill %s",tmp->skill);
1711 new_draw_info(NDI_UNIQUE, 0,op,"to store the skill in a key.");
1712 decrease_ob(tmp); 1818 decrease_ob (tmp);
1713 return; 1819 return;
1714 1820
1715 default: 1821 default:
1716 new_draw_info_format(NDI_UNIQUE,0,op, 1822 new_draw_info_format (NDI_UNIQUE, 0, op, "You fail to learn the knowledge of the %s.\n", query_name (tmp));
1717 "You fail to learn the knowledge of the %s.\n",query_name(tmp));
1718 decrease_ob(tmp); 1823 decrease_ob (tmp);
1719 return; 1824 return;
1720 } 1825 }
1721} 1826}
1722 1827
1723/** 1828/**
1724 * Actually makes op learn spell. 1829 * Actually makes op learn spell.
1725 * Informs player of what happens. 1830 * Informs player of what happens.
1726 */ 1831 */
1832void
1727void do_learn_spell (object *op, object *spell, int special_prayer) 1833do_learn_spell (object *op, object *spell, int special_prayer)
1728{ 1834{
1729 object *tmp; 1835 object *tmp;
1730 1836
1731 if (op->type != PLAYER) { 1837 if (op->type != PLAYER)
1838 {
1732 LOG (llevError, "BUG: do_learn_spell(): not a player\n"); 1839 LOG (llevError, "BUG: do_learn_spell(): not a player\n");
1733 return; 1840 return;
1734 } 1841 }
1735 1842
1736 /* Upgrade special prayers to normal prayers */ 1843 /* Upgrade special prayers to normal prayers */
1737 if ((tmp=check_spell_known (op, spell->name))!=NULL) { 1844 if ((tmp = check_spell_known (op, spell->name)) != NULL)
1845 {
1738 if (special_prayer && !QUERY_FLAG(tmp, FLAG_STARTEQUIP)) { 1846 if (special_prayer && !QUERY_FLAG (tmp, FLAG_STARTEQUIP))
1847 {
1739 LOG (llevError, "BUG: do_learn_spell(): spell already known, but not marked as startequip\n"); 1848 LOG (llevError, "BUG: do_learn_spell(): spell already known, but not marked as startequip\n");
1740 return; 1849 return;
1741 } 1850 }
1742 return; 1851 return;
1743 } 1852 }
1744 1853
1745 play_sound_player_only (op->contr, SOUND_LEARN_SPELL, 0, 0); 1854 play_sound_player_only (op->contr, SOUND_LEARN_SPELL, 0, 0);
1746 tmp = get_object(); 1855 tmp = object::create ();
1747 copy_object(spell, tmp); 1856 spell->copy_to (tmp);
1748 insert_ob_in_ob(tmp, op); 1857 insert_ob_in_ob (tmp, op);
1749 1858
1750 if (special_prayer) { 1859 if (special_prayer)
1860 {
1751 SET_FLAG(tmp, FLAG_STARTEQUIP); 1861 SET_FLAG (tmp, FLAG_STARTEQUIP);
1752 } 1862 }
1753 1863
1754 new_draw_info_format (NDI_UNIQUE, 0, op,
1755 "Type 'bind cast %s", spell->name);
1756 new_draw_info (NDI_UNIQUE, 0, op, "to store the spell in a key.");
1757 esrv_add_spells(op->contr, tmp); 1864 esrv_add_spells (op->contr, tmp);
1758} 1865}
1759 1866
1760/** 1867/**
1761 * Erases spell from player's inventory. 1868 * Erases spell from player's inventory.
1762 */ 1869 */
1870void
1763void do_forget_spell (object *op, const char *spell) 1871do_forget_spell (object *op, const char *spell)
1764{ 1872{
1765 object *spob; 1873 object *spob;
1766 1874
1767 if (op->type != PLAYER) { 1875 if (op->type != PLAYER)
1876 {
1768 LOG (llevError, "BUG: do_forget_spell(): not a player\n"); 1877 LOG (llevError, "BUG: do_forget_spell(): not a player\n");
1769 return; 1878 return;
1770 } 1879 }
1771 if ( (spob=check_spell_known (op, spell)) == NULL) { 1880 if ((spob = check_spell_known (op, spell)) == NULL)
1881 {
1772 LOG (llevError, "BUG: do_forget_spell(): spell not known\n"); 1882 LOG (llevError, "BUG: do_forget_spell(): spell not known\n");
1773 return; 1883 return;
1774 }
1775 1884 }
1776 new_draw_info_format (NDI_UNIQUE|NDI_NAVY, 0, op, 1885
1777 "You lose knowledge of %s.", spell); 1886 new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, op, "You lose knowledge of %s.", spell);
1778 player_unready_range_ob(op->contr, spob); 1887 player_unready_range_ob (op->contr, spob);
1779 esrv_remove_spell(op->contr, spob); 1888 esrv_remove_spell (op->contr, spob);
1780 remove_ob(spob); 1889 spob->destroy ();
1781 free_object(spob);
1782} 1890}
1783 1891
1784/** 1892/**
1785 * Handles player applying a spellbook. 1893 * Handles player applying a spellbook.
1786 * Checks whether player has knowledge of required skill, doesn't already know the spell, 1894 * Checks whether player has knowledge of required skill, doesn't already know the spell,
1787 * stuff like that. Random learning failure too. 1895 * stuff like that. Random learning failure too.
1788 */ 1896 */
1897static void
1789static void apply_spellbook (object *op, object *tmp) 1898apply_spellbook (object *op, object *tmp)
1790{ 1899{
1791 object *skop, *spell, *spell_skill; 1900 object *skop, *spell, *spell_skill;
1792 1901
1793 if(QUERY_FLAG(op, FLAG_BLIND)&&!QUERY_FLAG(op,FLAG_WIZ)) { 1902 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1903 {
1794 new_draw_info(NDI_UNIQUE, 0,op,"You are unable to read while blind."); 1904 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind.");
1795 return; 1905 return;
1796 } 1906 }
1797 1907
1798 /* artifact_spellbooks have 'slaying' field point to a spell name, 1908 /* artifact_spellbooks have 'slaying' field point to a spell name,
1799 * instead of having their spell stored in stats.sp. These are 1909 * instead of having their spell stored in stats.sp. These are
1800 * legacy spellbooks 1910 * legacy spellbooks
1801 */ 1911 */
1802 1912
1803 if(tmp->slaying != NULL) { 1913 if (tmp->slaying != NULL)
1914 {
1804 spell=arch_to_object(find_archetype_by_object_name(tmp->slaying)); 1915 spell = arch_to_object (find_archetype_by_object_name (tmp->slaying));
1805 if (!spell) { 1916 if (!spell)
1806 new_draw_info_format(NDI_UNIQUE, 0, op, 1917 {
1807 "The book's formula for %s is incomplete", tmp->slaying); 1918 new_draw_info_format (NDI_UNIQUE, 0, op, "The book's formula for %s is incomplete", &tmp->slaying);
1808 return; 1919 return;
1809 } 1920 }
1810 else 1921 else
1811 insert_ob_in_ob(spell, tmp); 1922 insert_ob_in_ob (spell, tmp);
1812 free_string(tmp->slaying);
1813 tmp->slaying=NULL; 1923 tmp->slaying = NULL;
1814 } 1924 }
1815 1925
1816 skop = find_skill_by_name(op, tmp->skill); 1926 skop = find_skill_by_name (op, tmp->skill);
1817 1927
1818 /* need a literacy skill to learn spells. Also, having a literacy level 1928 /* need a literacy skill to learn spells. Also, having a literacy level
1819 * lower than the spell will make learning the spell more difficult */ 1929 * lower than the spell will make learning the spell more difficult */
1820 if ( !skop) { 1930 if (!skop)
1931 {
1821 new_draw_info(NDI_UNIQUE, 0,op,"You can't read! Your attempt fails."); 1932 new_draw_info (NDI_UNIQUE, 0, op, "You can't read! Your attempt fails.");
1822 return; 1933 return;
1823 } 1934 }
1824 1935
1825 spell = tmp->inv; 1936 spell = tmp->inv;
1937
1826 if (!spell) { 1938 if (!spell)
1939 {
1827 LOG(llevError,"apply_spellbook: Book %s has no spell in it!\n", tmp->name); 1940 LOG (llevError, "apply_spellbook: Book %s has no spell in it!\n", &tmp->name);
1828 new_draw_info(NDI_UNIQUE, 0,op,"The spellbook symbols make no sense."); 1941 new_draw_info (NDI_UNIQUE, 0, op, "The spellbook symbols make no sense.");
1829 return; 1942 return;
1830 }
1831 if (spell->level > (skop->level+10)) {
1832 new_draw_info(NDI_UNIQUE, 0,op,"You are unable to decipher the strange symbols.");
1833 return;
1834 } 1943 }
1835 1944
1836 new_draw_info_format(NDI_UNIQUE, 0, op, 1945 if (skop->level < int (sqrtf (spell->level) * 1.5f))
1837 "The spellbook contains the %s level spell %s.", 1946 {
1838 get_levelnumber(spell->level), spell->name); 1947 new_draw_info (NDI_UNIQUE, 0, op, "It is too hard to read at your level: You are unable to decipher the strange symbols.");
1948 return;
1949 }
1839 1950
1951 new_draw_info_format (NDI_UNIQUE, 0, op, "The spellbook contains the %s level spell %s.", get_levelnumber (spell->level), &spell->name);
1952
1840 if (!QUERY_FLAG(tmp, FLAG_IDENTIFIED)) { 1953 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1954 {
1841 identify(tmp); 1955 identify (tmp);
1842 if (tmp->env) 1956 if (tmp->env)
1843 esrv_update_item(UPD_FLAGS|UPD_NAME,op,tmp); 1957 esrv_update_item (UPD_FLAGS | UPD_NAME, op, tmp);
1844 else 1958 else
1845 op->contr->socket.update_look=1; 1959 op->contr->socket.update_look = 1;
1846 } 1960 }
1847 1961
1848 /* I removed the check for special_prayer_mark here - it didn't make 1962 /* I removed the check for special_prayer_mark here - it didn't make
1849 * a lot of sense - special prayers are not found in spellbooks, and 1963 * a lot of sense - special prayers are not found in spellbooks, and
1850 * if the player doesn't know the spell, doesn't make a lot of sense that 1964 * if the player doesn't know the spell, doesn't make a lot of sense that
1851 * they would have a special prayer mark. 1965 * they would have a special prayer mark.
1852 */ 1966 */
1853 if (check_spell_known (op, spell->name)) { 1967 if (check_spell_known (op, spell->name))
1968 {
1854 new_draw_info(NDI_UNIQUE, 0,op,"You already know that spell.\n"); 1969 new_draw_info (NDI_UNIQUE, 0, op, "You already know that spell.\n");
1855 return; 1970 return;
1856 } 1971 }
1857 1972
1858 if (spell->skill) { 1973 if (spell->skill)
1974 {
1859 spell_skill = find_skill_by_name(op, spell->skill); 1975 spell_skill = find_skill_by_name (op, spell->skill);
1976
1860 if (!spell_skill) { 1977 if (!spell_skill)
1861 new_draw_info_format(NDI_UNIQUE, 0, op, 1978 {
1862 "You lack the skill %s to use this spell", 1979 new_draw_info_format (NDI_UNIQUE, 0, op, "You lack the skill %s to use this spell", &spell->skill);
1863 spell->skill);
1864 return; 1980 return;
1865 } 1981 }
1982
1866 if (spell_skill->level < spell->level) { 1983 if (spell_skill->level < spell->level)
1867 new_draw_info_format(NDI_UNIQUE, 0, op, 1984 {
1868 "You need to be level %d in %s to learn this spell.", 1985 new_draw_info_format (NDI_UNIQUE, 0, op, "You need to be level %d in %s to learn this spell.", spell->level, &spell->skill);
1869 spell->level, spell->skill);
1870 return; 1986 return;
1871 } 1987 }
1872 } 1988 }
1873 1989
1874 /* Logic as follows 1990 /* Logic as follows
1875 * 1991 *
1876 * 1- MU spells use Int to learn, Cleric spells use Wisdom 1992 * 1- MU spells use Int to learn, Cleric spells use Wisdom
1877 * 1993 *
1878 * 2- The learner's skill level in literacy adjusts the chance to learn 1994 * 2- The learner's skill level in literacy adjusts the chance to learn
1879 * a spell. 1995 * a spell.
1880 * 1996 *
1881 * 3 -Automatically fail to learn if you read while confused 1997 * 3 -Automatically fail to learn if you read while confused
1882 * 1998 *
1883 * Overall, chances are the same but a player will find having a high 1999 * Overall, chances are the same but a player will find having a high
1884 * literacy rate very useful! -b.t. 2000 * literacy rate very useful! -b.t.
1885 */ 2001 */
1886 if(QUERY_FLAG(op,FLAG_CONFUSED)) { 2002 if (QUERY_FLAG (op, FLAG_CONFUSED))
2003 {
1887 new_draw_info(NDI_UNIQUE,0,op,"In your confused state you flub the wording of the text!"); 2004 new_draw_info (NDI_UNIQUE, 0, op, "In your confused state you flub the wording of the text!");
1888 scroll_failure(op, 0 - random_roll(0, spell->level, op, PREFER_LOW), MAX(spell->stats.sp, spell->stats.grace)); 2005 scroll_failure (op, 0 - random_roll (0, spell->level, op, PREFER_LOW), MAX (spell->stats.sp, spell->stats.grace));
2006 }
1889 } else if(QUERY_FLAG(tmp,FLAG_STARTEQUIP) || 2007 else if (QUERY_FLAG (tmp, FLAG_STARTEQUIP) ||
1890 (random_roll(0, 100, op, PREFER_LOW)-(5*skop->level)) < 2008 (random_roll (0, 100, op, PREFER_LOW) - (5 * skop->level)) < learn_spell[spell->stats.grace ? op->stats.Wis : op->stats.Int])
1891 learn_spell[spell->stats.grace ? op->stats.Wis : op->stats.Int]) { 2009 {
1892 2010
1893 new_draw_info(NDI_UNIQUE, 0,op,"You succeed in learning the spell!"); 2011 new_draw_info (NDI_UNIQUE, 0, op, "You succeed in learning the spell!");
1894 do_learn_spell (op, spell, 0); 2012 do_learn_spell (op, spell, 0);
1895 2013
1896 /* xp gain to literacy for spell learning */ 2014 /* xp gain to literacy for spell learning */
1897 if ( ! QUERY_FLAG (tmp, FLAG_STARTEQUIP)) 2015 if (!QUERY_FLAG (tmp, FLAG_STARTEQUIP))
1898 change_exp(op,calc_skill_exp(op,tmp,skop), skop->skill, 0); 2016 change_exp (op, calc_skill_exp (op, tmp, skop), skop->skill, 0);
1899 } else { 2017 }
2018 else
2019 {
1900 play_sound_player_only(op->contr, SOUND_FUMBLE_SPELL,0,0); 2020 play_sound_player_only (op->contr, SOUND_FUMBLE_SPELL, 0, 0);
1901 new_draw_info(NDI_UNIQUE, 0,op,"You fail to learn the spell.\n"); 2021 new_draw_info (NDI_UNIQUE, 0, op, "You fail to learn the spell.\n");
1902 } 2022 }
1903 decrease_ob(tmp); 2023 decrease_ob (tmp);
1904} 2024}
1905 2025
1906/** 2026/**
1907 * Handles applying a spell scroll. 2027 * Handles applying a spell scroll.
1908 */ 2028 */
2029void
1909void apply_scroll (object *op, object *tmp, int dir) 2030apply_scroll (object *op, object *tmp, int dir)
1910{ 2031{
1911 object *skop; 2032 object *skop;
1912 2033
1913 if(QUERY_FLAG(op, FLAG_BLIND)&&!QUERY_FLAG(op,FLAG_WIZ)) { 2034 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
2035 {
1914 new_draw_info(NDI_UNIQUE, 0,op, "You are unable to read while blind."); 2036 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind.");
1915 return; 2037 return;
1916 } 2038 }
1917 2039
1918 if (!tmp->inv || tmp->inv->type != SPELL) { 2040 if (!tmp->inv || tmp->inv->type != SPELL)
1919 new_draw_info (NDI_UNIQUE, 0, op, 2041 {
1920 "The scroll just doesn't make sense!"); 2042 new_draw_info (NDI_UNIQUE, 0, op, "The scroll just doesn't make sense!");
1921 return; 2043 return;
1922 } 2044 }
1923 2045
1924 if(op->type==PLAYER) { 2046 if (op->type == PLAYER)
2047 {
1925 /* players need a literacy skill to read stuff! */ 2048 /* players need a literacy skill to read stuff! */
1926 int exp_gain=0; 2049 int exp_gain = 0;
1927 2050
1928 /* hard code literacy - tmp->skill points to where the exp 2051 /* hard code literacy - tmp->skill points to where the exp
1929 * should go for anything killed by the spell. 2052 * should go for anything killed by the spell.
1930 */ 2053 */
1931 skop = find_skill_by_name(op, skill_names[SK_LITERACY]); 2054 skop = find_skill_by_name (op, skill_names[SK_LITERACY]);
1932 2055
1933 if ( ! skop) { 2056 if (!skop)
1934 new_draw_info(NDI_UNIQUE, 0,op, 2057 {
1935 "You are unable to decipher the strange symbols."); 2058 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to decipher the strange symbols.");
1936 return; 2059 return;
1937 } 2060 }
1938 2061
1939 if((exp_gain = calc_skill_exp(op,tmp, skop))) 2062 if ((exp_gain = calc_skill_exp (op, tmp, skop)))
1940 change_exp(op,exp_gain, skop->skill, 0); 2063 change_exp (op, exp_gain, skop->skill, 0);
1941 } 2064 }
1942 2065
1943 if (!QUERY_FLAG(tmp, FLAG_IDENTIFIED)) 2066 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1944 identify(tmp); 2067 identify (tmp);
1945 2068
1946 new_draw_info_format(NDI_BLACK, 0, op, 2069 new_draw_info_format (NDI_BLACK, 0, op, "The scroll of %s turns to dust.", &tmp->inv->name);
1947 "The scroll of %s turns to dust.", tmp->inv->name);
1948 2070
1949 2071
1950 cast_spell(op,tmp,dir,tmp->inv, NULL); 2072 cast_spell (op, tmp, dir, tmp->inv, NULL);
1951 decrease_ob(tmp); 2073 decrease_ob (tmp);
1952} 2074}
1953 2075
1954/** 2076/**
1955 * Applies a treasure object - by default, chest. op 2077 * Applies a treasure object - by default, chest. op
1956 * is the person doing the applying, tmp is the treasure 2078 * is the person doing the applying, tmp is the treasure
1957 * chest. 2079 * chest.
1958 */ 2080 */
2081static void
1959static void apply_treasure (object *op, object *tmp) 2082apply_treasure (object *op, object *tmp)
1960{ 2083{
1961 object *treas; 2084 object *treas;
1962 tag_t tmp_tag = tmp->count, op_tag = op->count;
1963 2085
1964 2086
1965 /* Nice side effect of new treasure creation method is that the treasure 2087 /* Nice side effect of new treasure creation method is that the treasure
1966 * for the chest is done when the chest is created, and put into the chest 2088 * for the chest is done when the chest is created, and put into the chest
1967 * inventory. So that when the chest burns up, the items still exist. Also 2089 * inventory. So that when the chest burns up, the items still exist. Also
1968 * prevents people fromt moving chests to more difficult maps to get better 2090 * prevents people fromt moving chests to more difficult maps to get better
1969 * treasure 2091 * treasure
1970 */ 2092 */
1971 2093
1972 treas = tmp->inv; 2094 treas = tmp->inv;
1973 if(treas==NULL) { 2095 if (treas == NULL)
2096 {
1974 new_draw_info(NDI_UNIQUE, 0,op,"The chest was empty."); 2097 new_draw_info (NDI_UNIQUE, 0, op, "The chest was empty.");
1975 decrease_ob(tmp);
1976 return;
1977 }
1978 while (tmp->inv) {
1979 treas = tmp->inv;
1980
1981 remove_ob(treas);
1982 new_draw_info_format(NDI_UNIQUE, 0, op, "You find %s in the chest.",
1983 query_name(treas));
1984
1985 treas->x=op->x;
1986 treas->y=op->y;
1987 treas = insert_ob_in_map (treas, op->map, op,INS_BELOW_ORIGINATOR);
1988
1989 if (treas && (treas->type == RUNE || treas->type == TRAP) && treas->level
1990 && QUERY_FLAG (op, FLAG_ALIVE))
1991 spring_trap (treas, op);
1992 /* If either player or container was destroyed, no need to do
1993 * further processing. I think this should be enclused with
1994 * spring trap above, as I don't think there is otherwise
1995 * any way for the treasure chest or player to get killed
1996 */
1997 if (was_destroyed (op, op_tag) || was_destroyed (tmp, tmp_tag))
1998 break;
1999 }
2000
2001 if ( ! was_destroyed (tmp, tmp_tag) && tmp->inv == NULL)
2002 decrease_ob (tmp); 2098 decrease_ob (tmp);
2099 return;
2100 }
2101 while (tmp->inv)
2102 {
2103 treas = tmp->inv;
2104
2105 treas->remove ();
2106 new_draw_info_format (NDI_UNIQUE, 0, op, "You find %s in the chest.", query_name (treas));
2107
2108 treas->x = op->x;
2109 treas->y = op->y;
2110 treas = insert_ob_in_map (treas, op->map, op, INS_BELOW_ORIGINATOR);
2111
2112 if (treas && (treas->type == RUNE || treas->type == TRAP) && treas->level && QUERY_FLAG (op, FLAG_ALIVE))
2113 spring_trap (treas, op);
2114
2115 /* If either player or container was destroyed, no need to do
2116 * further processing. I think this should be enclused with
2117 * spring trap above, as I don't think there is otherwise
2118 * any way for the treasure chest or player to get killed
2119 */
2120 if (op->destroyed () || tmp->destroyed ())
2121 break;
2122 }
2123
2124 if (!tmp->destroyed () && tmp->inv == NULL)
2125 decrease_ob (tmp);
2003 2126
2004} 2127}
2005 2128
2006/** 2129/**
2007 * op eats food. 2130 * op eats food.
2008 * If player, takes care of messages and dragon special food. 2131 * If player, takes care of messages and dragon special food.
2009 */ 2132 */
2133static void
2010static void apply_food (object *op, object *tmp) 2134apply_food (object *op, object *tmp)
2011{ 2135{
2012 int capacity_remaining; 2136 int capacity_remaining;
2013 2137
2014 if(op->type!=PLAYER) 2138 if (op->type != PLAYER)
2015 op->stats.hp=op->stats.maxhp; 2139 op->stats.hp = op->stats.maxhp;
2016 else { 2140 else
2141 {
2017 /* check if this is a dragon (player), eating some flesh */ 2142 /* check if this is a dragon (player), eating some flesh */
2018 if (tmp->type==FLESH && is_dragon_pl(op) && dragon_eat_flesh(op, tmp)) 2143 if (tmp->type == FLESH && is_dragon_pl (op) && dragon_eat_flesh (op, tmp))
2019 ; 2144 ;
2020 else { 2145 else
2146 {
2021 /* usual case - no dragon meal: */ 2147 /* usual case - no dragon meal: */
2022 if(op->stats.food+tmp->stats.food>999) { 2148 if (op->stats.food + tmp->stats.food > 999)
2149 {
2023 if(tmp->type==FOOD || tmp->type==FLESH) 2150 if (tmp->type == FOOD || tmp->type == FLESH)
2024 new_draw_info(NDI_UNIQUE, 0,op,"You feel full, but what a waste of food!"); 2151 new_draw_info (NDI_UNIQUE, 0, op, "You feel full, but what a waste of food!");
2025 else 2152 else
2026 new_draw_info(NDI_UNIQUE, 0,op,"Most of the drink goes down your face not your throat!"); 2153 new_draw_info (NDI_UNIQUE, 0, op, "Most of the drink goes down your face not your throat!");
2027 } 2154 }
2028 2155
2029 if(!QUERY_FLAG(tmp, FLAG_CURSED)) { 2156 if (!QUERY_FLAG (tmp, FLAG_CURSED))
2157 {
2030 char buf[MAX_BUF]; 2158 char buf[MAX_BUF];
2031 2159
2032 if (!is_dragon_pl(op)) { 2160 if (!is_dragon_pl (op))
2161 {
2033 /* eating message for normal players*/ 2162 /* eating message for normal players */
2034 if(tmp->type==DRINK) 2163 if (tmp->type == DRINK)
2035 sprintf(buf,"Ahhh...that %s tasted good.",tmp->name); 2164 sprintf (buf, "Ahhh...that %s tasted good.", &tmp->name);
2036 else 2165 else
2037 sprintf(buf,"The %s tasted %s",tmp->name, 2166 sprintf (buf, "The %s tasted %s", &tmp->name, tmp->type == FLESH ? "terrible!" : "good.");
2038 tmp->type==FLESH?"terrible!":"good."); 2167 }
2039 } 2168 else
2040 else { 2169 {
2041 /* eating message for dragon players*/ 2170 /* eating message for dragon players */
2042 sprintf(buf,"The %s tasted terrible!",tmp->name); 2171 sprintf (buf, "The %s tasted terrible!", &tmp->name);
2043 } 2172 }
2044 2173
2045 new_draw_info(NDI_UNIQUE, 0,op,buf); 2174 new_draw_info (NDI_UNIQUE, 0, op, buf);
2046 capacity_remaining = 999 - op->stats.food; 2175 capacity_remaining = 999 - op->stats.food;
2047 op->stats.food+=tmp->stats.food; 2176 op->stats.food += tmp->stats.food;
2048 if(capacity_remaining < tmp->stats.food) 2177 if (capacity_remaining < tmp->stats.food)
2049 op->stats.hp += capacity_remaining / 50; 2178 op->stats.hp += capacity_remaining / 50;
2050 else 2179 else
2051 op->stats.hp+=tmp->stats.food/50; 2180 op->stats.hp += tmp->stats.food / 50;
2052 if(op->stats.hp>op->stats.maxhp) 2181 if (op->stats.hp > op->stats.maxhp)
2053 op->stats.hp=op->stats.maxhp; 2182 op->stats.hp = op->stats.maxhp;
2054 if (op->stats.food > 999) 2183 if (op->stats.food > 999)
2055 op->stats.food = 999; 2184 op->stats.food = 999;
2056 } 2185 }
2057 2186
2058 /* special food hack -b.t. */ 2187 /* special food hack -b.t. */
2059 if(tmp->title || QUERY_FLAG(tmp,FLAG_CURSED)) 2188 if (tmp->title || QUERY_FLAG (tmp, FLAG_CURSED))
2060 eat_special_food(op,tmp); 2189 eat_special_food (op, tmp);
2061 } 2190 }
2062 } 2191 }
2063 handle_apply_yield(tmp); 2192 handle_apply_yield (tmp);
2064 decrease_ob(tmp); 2193 decrease_ob (tmp);
2065} 2194}
2066 2195
2067/** 2196/**
2068 * A dragon is eating some flesh. If the flesh contains resistances, 2197 * A dragon is eating some flesh. If the flesh contains resistances,
2069 * there is a chance for the dragon's skin to get improved. 2198 * there is a chance for the dragon's skin to get improved.
2072 * object *op the object (dragon player) eating the flesh 2201 * object *op the object (dragon player) eating the flesh
2073 * object *meal the flesh item, getting chewed in dragon's mouth 2202 * object *meal the flesh item, getting chewed in dragon's mouth
2074 * return: 2203 * return:
2075 * int 1 if eating successful, 0 if it doesn't work 2204 * int 1 if eating successful, 0 if it doesn't work
2076 */ 2205 */
2206int
2077int dragon_eat_flesh(object *op, object *meal) { 2207dragon_eat_flesh (object *op, object *meal)
2208{
2078 object *skin = NULL; /* pointer to dragon skin force*/ 2209 object *skin = NULL; /* pointer to dragon skin force */
2079 object *abil = NULL; /* pointer to dragon ability force*/ 2210 object *abil = NULL; /* pointer to dragon ability force */
2080 object *tmp = NULL; /* tmp. object */ 2211 object *tmp = NULL; /* tmp. object */
2081 2212
2082 char buf[MAX_BUF]; /* tmp. string buffer */ 2213 char buf[MAX_BUF]; /* tmp. string buffer */
2083 double chance; /* improvement-chance of one resistance type */ 2214 double chance; /* improvement-chance of one resistance type */
2084 double totalchance=1; /* total chance of gaining one resistance */ 2215 double totalchance = 1; /* total chance of gaining one resistance */
2085 double bonus=0; /* level bonus (improvement is easier at lowlevel) */ 2216 double bonus = 0; /* level bonus (improvement is easier at lowlevel) */
2086 double mbonus=0; /* monster bonus */ 2217 double mbonus = 0; /* monster bonus */
2087 int atnr_winner[NROFATTACKS]; /* winning candidates for resistance improvement */ 2218 int atnr_winner[NROFATTACKS]; /* winning candidates for resistance improvement */
2088 int winners=0; /* number of winners */ 2219 int winners = 0; /* number of winners */
2089 int i; /* index */ 2220 int i; /* index */
2090 2221
2091 /* let's make sure and doublecheck the parameters */ 2222 /* let's make sure and doublecheck the parameters */
2092 if (meal->type!=FLESH || !is_dragon_pl(op)) 2223 if (meal->type != FLESH || !is_dragon_pl (op))
2093 return 0; 2224 return 0;
2094 2225
2095 /* now grab the 'dragon_skin'- and 'dragon_ability'-forces 2226 /* now grab the 'dragon_skin'- and 'dragon_ability'-forces
2096 from the player's inventory */ 2227 from the player's inventory */
2097 for (tmp=op->inv; tmp!=NULL; tmp=tmp->below) { 2228 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2229 {
2098 if (tmp->type == FORCE) { 2230 if (tmp->type == FORCE)
2231 {
2099 if (strcmp(tmp->arch->name, "dragon_skin_force")==0) 2232 if (strcmp (tmp->arch->name, "dragon_skin_force") == 0)
2100 skin = tmp; 2233 skin = tmp;
2101 else if (strcmp(tmp->arch->name, "dragon_ability_force")==0) 2234 else if (strcmp (tmp->arch->name, "dragon_ability_force") == 0)
2102 abil = tmp; 2235 abil = tmp;
2103 } 2236 }
2104 } 2237 }
2105 2238
2106 /* if either skin or ability are missing, this is an old player 2239 /* if either skin or ability are missing, this is an old player
2107 which is not to be considered a dragon -> bail out */ 2240 which is not to be considered a dragon -> bail out */
2108 if (skin == NULL || abil == NULL) return 0; 2241 if (skin == NULL || abil == NULL)
2109 2242 return 0;
2243
2110 /* now start by filling stomache and health, according to food-value */ 2244 /* now start by filling stomache and health, according to food-value */
2111 if((999 - op->stats.food) < meal->stats.food) 2245 if ((999 - op->stats.food) < meal->stats.food)
2112 op->stats.hp += (999 - op->stats.food) / 50; 2246 op->stats.hp += (999 - op->stats.food) / 50;
2113 else 2247 else
2114 op->stats.hp += meal->stats.food/50; 2248 op->stats.hp += meal->stats.food / 50;
2115 if(op->stats.hp>op->stats.maxhp) 2249 if (op->stats.hp > op->stats.maxhp)
2116 op->stats.hp=op->stats.maxhp; 2250 op->stats.hp = op->stats.maxhp;
2117 2251
2118 op->stats.food = MIN(999, op->stats.food + meal->stats.food); 2252 op->stats.food = MIN (999, op->stats.food + meal->stats.food);
2119 2253
2120 /*LOG(llevDebug, "-> player: %d, flesh: %d\n", op->level, meal->level);*/ 2254 /*LOG(llevDebug, "-> player: %d, flesh: %d\n", op->level, meal->level); */
2121 2255
2122 /* on to the interesting part: chances for adding resistance */ 2256 /* on to the interesting part: chances for adding resistance */
2123 for (i=0; i<NROFATTACKS; i++) { 2257 for (i = 0; i < NROFATTACKS; i++)
2258 {
2124 if (meal->resist[i] > 0 && atnr_is_dragon_enabled(i)) { 2259 if (meal->resist[i] > 0 && atnr_is_dragon_enabled (i))
2260 {
2125 /* got positive resistance, now calculate improvement chance (0-100) */ 2261 /* got positive resistance, now calculate improvement chance (0-100) */
2126 2262
2127 /* this bonus makes resistance increase easier at lower levels */ 2263 /* this bonus makes resistance increase easier at lower levels */
2128 bonus = (settings.max_level - op->level) * 30. / ((double)settings.max_level); 2264 bonus = (settings.max_level - op->level) * 30. / ((double) settings.max_level);
2129 if (i == abil->stats.exp) 2265 if (i == abil->stats.exp)
2130 bonus += 5; /* additional bonus for resistance of ability-focus */ 2266 bonus += 5; /* additional bonus for resistance of ability-focus */
2131 2267
2132 /* monster bonus increases with level, because high-level 2268 /* monster bonus increases with level, because high-level
2133 flesh is too rare */ 2269 flesh is too rare */
2134 mbonus = op->level * 20. / ((double)settings.max_level); 2270 mbonus = op->level * 20. / ((double) settings.max_level);
2135 2271
2136 chance = (((double)MIN(op->level+bonus, meal->level+bonus+mbonus))*100. / 2272 chance = (((double) MIN (op->level + bonus, meal->level + bonus + mbonus)) * 100. /
2137 ((double)settings.max_level)) - skin->resist[i]; 2273 ((double) settings.max_level)) - skin->resist[i];
2138 2274
2139 if (chance >= 0.) 2275 if (chance >= 0.)
2140 chance += 1.; 2276 chance += 1.;
2141 else 2277 else
2142 chance = (chance < -12) ? 0. : 1./pow(2., -chance); 2278 chance = (chance < -12) ? 0. : 1. / pow (2., -chance);
2143 2279
2144 /* chance is proportional to amount of resistance (max. 50) */ 2280 /* chance is proportional to amount of resistance (max. 50) */
2145 chance *= ((double)(MIN(meal->resist[i], 50)))/50.; 2281 chance *= ((double) (MIN (meal->resist[i], 50))) / 50.;
2146 2282
2147 /* doubled chance for resistance of ability-focus */ 2283 /* doubled chance for resistance of ability-focus */
2148 if (i == abil->stats.exp) 2284 if (i == abil->stats.exp)
2149 chance = MIN(100., chance*2.); 2285 chance = MIN (100., chance * 2.);
2150 2286
2151 /* now make the throw and save all winners (Don't insert luck bonus here!) */ 2287 /* now make the throw and save all winners (Don't insert luck bonus here!) */
2152 if (RANDOM()%10000 < (int)(chance*100)) { 2288 if (RANDOM () % 10000 < (int) (chance * 100))
2289 {
2153 atnr_winner[winners] = i; 2290 atnr_winner[winners] = i;
2154 winners++; 2291 winners++;
2155 } 2292 }
2156 2293
2157 if (chance >= 0.01 ) totalchance *= 1 - chance/100; 2294 if (chance >= 0.01)
2158 2295 totalchance *= 1 - chance / 100;
2296
2159 /*LOG(llevDebug, " %s: bonus %.1f, chance %.1f\n", attacks[i], bonus, chance);*/ 2297 /*LOG(llevDebug, " %s: bonus %.1f, chance %.1f\n", attacks[i], bonus, chance); */
2160 } 2298 }
2161 } 2299 }
2162 2300
2163 /* inverse totalchance as until now we have the failure-chance */ 2301 /* inverse totalchance as until now we have the failure-chance */
2164 totalchance = 100 - totalchance*100; 2302 totalchance = 100 - totalchance * 100;
2165 /* print message according to totalchance */ 2303 /* print message according to totalchance */
2166 if (totalchance > 50.) 2304 if (totalchance > 50.)
2167 sprintf(buf, "Hmm! The %s tasted delicious!", meal->name); 2305 sprintf (buf, "Hmm! The %s tasted delicious!", &meal->name);
2168 else if (totalchance > 10.) 2306 else if (totalchance > 10.)
2169 sprintf(buf, "The %s tasted very good.", meal->name); 2307 sprintf (buf, "The %s tasted very good.", &meal->name);
2170 else if (totalchance > 1.) 2308 else if (totalchance > 1.)
2171 sprintf(buf, "The %s tasted good.", meal->name); 2309 sprintf (buf, "The %s tasted good.", &meal->name);
2172 else if (totalchance > 0.1) 2310 else if (totalchance > 0.1)
2173 sprintf(buf, "The %s tasted bland.", meal->name); 2311 sprintf (buf, "The %s tasted bland.", &meal->name);
2174 else if (totalchance >= 0.01) 2312 else if (totalchance >= 0.01)
2175 sprintf(buf, "The %s had a boring taste.", meal->name); 2313 sprintf (buf, "The %s had a boring taste.", &meal->name);
2176 else if (meal->last_eat > 0 && atnr_is_dragon_enabled(meal->last_eat)) 2314 else if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat))
2177 sprintf(buf, "The %s tasted strange.", meal->name); 2315 sprintf (buf, "The %s tasted strange.", &meal->name);
2178 else 2316 else
2179 sprintf(buf, "The %s had no taste.", meal->name); 2317 sprintf (buf, "The %s had no taste.", &meal->name);
2180 new_draw_info(NDI_UNIQUE, 0, op, buf); 2318 new_draw_info (NDI_UNIQUE, 0, op, buf);
2181 2319
2182 /* now choose a winner if we have any */ 2320 /* now choose a winner if we have any */
2183 i = -1; 2321 i = -1;
2184 if (winners>0) 2322 if (winners > 0)
2185 i = atnr_winner[RANDOM()%winners]; 2323 i = atnr_winner[RANDOM () % winners];
2186 2324
2187 if (i >= 0 && i < NROFATTACKS && skin->resist[i] < 95) { 2325 if (i >= 0 && i < NROFATTACKS && skin->resist[i] < 95)
2326 {
2188 /* resistance increased! */ 2327 /* resistance increased! */
2189 skin->resist[i]++; 2328 skin->resist[i]++;
2190 fix_player(op); 2329 fix_player (op);
2191 2330
2192 sprintf(buf, "Your skin is now more resistant to %s!", change_resist_msg[i]); 2331 sprintf (buf, "Your skin is now more resistant to %s!", change_resist_msg[i]);
2193 new_draw_info(NDI_UNIQUE|NDI_RED, 0, op, buf); 2332 new_draw_info (NDI_UNIQUE | NDI_RED, 0, op, buf);
2194 } 2333 }
2195 2334
2196 /* if this flesh contains a new ability focus, we mark it 2335 /* if this flesh contains a new ability focus, we mark it
2197 into the ability_force and it will take effect on next level */ 2336 into the ability_force and it will take effect on next level */
2198 if (meal->last_eat > 0 && atnr_is_dragon_enabled(meal->last_eat) 2337 if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat) && meal->last_eat != abil->last_eat)
2199 && meal->last_eat != abil->last_eat) { 2338 {
2200 abil->last_eat = meal->last_eat; /* write: last_eat <new attnr focus> */ 2339 abil->last_eat = meal->last_eat; /* write: last_eat <new attnr focus> */
2201 2340
2202 if (meal->last_eat != abil->stats.exp) { 2341 if (meal->last_eat != abil->stats.exp)
2342 {
2203 sprintf(buf, "Your metabolism prepares to focus on %s!", 2343 sprintf (buf, "Your metabolism prepares to focus on %s!", change_resist_msg[meal->last_eat]);
2204 change_resist_msg[meal->last_eat]);
2205 new_draw_info(NDI_UNIQUE, 0, op, buf); 2344 new_draw_info (NDI_UNIQUE, 0, op, buf);
2206 sprintf(buf, "The change will happen at level %d", abil->level + 1); 2345 sprintf (buf, "The change will happen at level %d", abil->level + 1);
2207 new_draw_info(NDI_UNIQUE, 0, op, buf); 2346 new_draw_info (NDI_UNIQUE, 0, op, buf);
2208 } 2347 }
2209 else { 2348 else
2349 {
2210 sprintf(buf, "Your metabolism will continue to focus on %s.", 2350 sprintf (buf, "Your metabolism will continue to focus on %s.", change_resist_msg[meal->last_eat]);
2211 change_resist_msg[meal->last_eat]);
2212 new_draw_info(NDI_UNIQUE, 0, op, buf); 2351 new_draw_info (NDI_UNIQUE, 0, op, buf);
2213 abil->last_eat = 0; 2352 abil->last_eat = 0;
2214 } 2353 }
2215 } 2354 }
2216 return 1; 2355 return 1;
2217} 2356}
2218 2357
2358static void
2219static void apply_savebed (object *pl) 2359apply_savebed (object *pl)
2220{ 2360{
2221#ifndef COZY_SERVER 2361#ifndef COZY_SERVER
2222 if(!pl->contr->name_changed||!pl->stats.exp) { 2362 if (!pl->contr->name_changed || !pl->stats.exp)
2363 {
2223 new_draw_info(NDI_UNIQUE, 0,pl,"You don't deserve to save your character yet."); 2364 new_draw_info (NDI_UNIQUE, 0, pl, "You don't deserve to save your character yet.");
2224 return; 2365 return;
2225 } 2366 }
2226#endif 2367#endif
2368 INVOKE_PLAYER (LOGOUT, pl->contr);
2227 /* Need to call terminate_all_pets() before we remove the player ob */ 2369 /* Need to call terminate_all_pets() before we remove the player ob */
2228 terminate_all_pets(pl); 2370 terminate_all_pets (pl);
2229 remove_ob(pl); 2371 pl->remove ();
2230 pl->direction=0; 2372 pl->direction = 0;
2231 new_draw_info_format(NDI_UNIQUE | NDI_ALL | NDI_DK_ORANGE, 5, pl, 2373 new_draw_info_format (NDI_UNIQUE | NDI_ALL | NDI_DK_ORANGE, 5, pl, "%s leaves the game.", &pl->name);
2232 "%s leaves the game.",pl->name); 2374
2233
2234 /* update respawn position */ 2375 /* update respawn position */
2235 strcpy(pl->contr->savebed_map, pl->map->path); 2376 strcpy (pl->contr->savebed_map, pl->map->path);
2236 pl->contr->bed_x = pl->x; 2377 pl->contr->bed_x = pl->x;
2237 pl->contr->bed_y = pl->y; 2378 pl->contr->bed_y = pl->y;
2238 2379
2239 strcpy(pl->contr->killer,"left"); 2380 strcpy (pl->contr->killer, "left");
2240 check_score(pl); /* Always check score */ 2381 check_score (pl); /* Always check score */
2241 (void)save_player(pl,0); 2382 (void) save_player (pl, 0);
2242 pl->map->players--; 2383 pl->map->players--;
2243#if MAP_MAXTIMEOUT 2384#if MAP_MAXTIMEOUT
2244 MAP_SWAP_TIME(pl->map) = MAP_TIMEOUT(pl->map); 2385 MAP_SWAP_TIME (pl->map) = MAP_TIMEOUT (pl->map);
2245#endif 2386#endif
2246 play_again(pl); 2387 play_again (pl);
2247 pl->speed = 0; 2388 pl->speed = 0;
2248 update_ob_speed(pl); 2389 update_ob_speed (pl);
2249} 2390}
2250 2391
2251/** 2392/**
2252 * Handles applying an improve armor scroll. 2393 * Handles applying an improve armor scroll.
2253 * Does some sanity checks, then calls improve_armour. 2394 * Does some sanity checks, then calls improve_armour.
2254 */ 2395 */
2396static void
2255static void apply_armour_improver (object *op, object *tmp) 2397apply_armour_improver (object *op, object *tmp)
2256{ 2398{
2257 object *armor; 2399 object *armor;
2258 2400
2259 if (!QUERY_FLAG(op, FLAG_WIZCAST) && (get_map_flags(op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC)) { 2401 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC))
2402 {
2260 new_draw_info(NDI_UNIQUE, 0,op,"Something blocks the magic of the scroll."); 2403 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the scroll.");
2261 return;
2262 }
2263 armor=find_marked_object(op);
2264 if ( ! armor) {
2265 new_draw_info(NDI_UNIQUE, 0, op, "You need to mark an armor object.");
2266 return; 2404 return;
2267 } 2405 }
2406 armor = find_marked_object (op);
2407 if (!armor)
2408 {
2409 new_draw_info (NDI_UNIQUE, 0, op, "You need to mark an armor object.");
2410 return;
2411 }
2268 if (armor->type != ARMOUR 2412 if (armor->type != ARMOUR
2269 && armor->type != CLOAK 2413 && armor->type != CLOAK
2270 && armor->type != BOOTS && armor->type != GLOVES 2414 && armor->type != BOOTS && armor->type != GLOVES && armor->type != BRACERS && armor->type != SHIELD && armor->type != HELMET)
2271 && armor->type != BRACERS && armor->type != SHIELD
2272 && armor->type != HELMET)
2273 { 2415 {
2274 new_draw_info(NDI_UNIQUE, 0,op,"Your marked item is not armour!\n"); 2416 new_draw_info (NDI_UNIQUE, 0, op, "Your marked item is not armour!\n");
2275 return; 2417 return;
2276 } 2418 }
2277 2419
2278 new_draw_info(NDI_UNIQUE, 0,op,"Applying armour enchantment."); 2420 new_draw_info (NDI_UNIQUE, 0, op, "Applying armour enchantment.");
2279 improve_armour(op,tmp,armor); 2421 improve_armour (op, tmp, armor);
2280} 2422}
2281 2423
2282 2424
2425extern void
2283extern void apply_poison (object *op, object *tmp) 2426apply_poison (object *op, object *tmp)
2284{ 2427{
2285 if (op->type == PLAYER) { 2428 if (op->type == PLAYER)
2429 {
2286 play_sound_player_only(op->contr, SOUND_DRINK_POISON,0,0); 2430 play_sound_player_only (op->contr, SOUND_DRINK_POISON, 0, 0);
2287 new_draw_info(NDI_UNIQUE, 0,op,"Yech! That tasted poisonous!"); 2431 new_draw_info (NDI_UNIQUE, 0, op, "Yech! That tasted poisonous!");
2288 strcpy(op->contr->killer,"poisonous booze"); 2432 strcpy (op->contr->killer, "poisonous booze");
2289 } 2433 }
2290 if (tmp->stats.hp > 0) { 2434 if (tmp->stats.hp > 0)
2435 {
2291 LOG(llevDebug,"Trying to poison player/monster for %d hp\n", 2436 LOG (llevDebug, "Trying to poison player/monster for %d hp\n", tmp->stats.hp);
2292 tmp->stats.hp);
2293 hit_player(op, tmp->stats.hp, tmp, AT_POISON, 1); 2437 hit_player (op, tmp->stats.hp, tmp, AT_POISON, 1);
2294 } 2438 }
2295 op->stats.food-=op->stats.food/4; 2439 op->stats.food -= op->stats.food / 4;
2296 handle_apply_yield(tmp); 2440 handle_apply_yield (tmp);
2297 decrease_ob(tmp); 2441 decrease_ob (tmp);
2298} 2442}
2299 2443
2300/** 2444/**
2301 * This fonction return true if the exit is not a 2 ways one or it is 2 ways, valid exit. 2445 * This fonction return true if the exit is not a 2 ways one or it is 2 ways, valid exit.
2302 * A valid 2 way exit means: 2446 * A valid 2 way exit means:
2307 * 2451 *
2308 * Note: a owner in a 2 way exit is saved as the owner's name 2452 * Note: a owner in a 2 way exit is saved as the owner's name
2309 * in the field exit->name cause the field exit->owner doesn't 2453 * in the field exit->name cause the field exit->owner doesn't
2310 * survive in the swapping (in fact the whole exit doesn't survive). 2454 * survive in the swapping (in fact the whole exit doesn't survive).
2311 */ 2455 */
2456int
2312int is_legal_2ways_exit (object* op, object *exit) 2457is_legal_2ways_exit (object *op, object *exit)
2313 { 2458{
2314 object * tmp; 2459 object *tmp;
2315 object * exit_owner; 2460 object *exit_owner;
2316 player * pp; 2461 player *pp;
2317 mapstruct * exitmap; 2462 maptile *exitmap;
2318 if (exit->stats.exp!=1) return 1; /*This is not a 2 way, so it is legal*/ 2463
2319 if (!has_been_loaded(EXIT_PATH(exit)) && exit->race) return 0; /* This is a reset town portal */ 2464 if (exit->stats.exp != 1)
2465 return 1; /*This is not a 2 way, so it is legal */
2466 if (!has_been_loaded (EXIT_PATH (exit)) && exit->race)
2467 return 0; /* This is a reset town portal */
2320 /* To know if an exit has a correspondant, we look at 2468 /* To know if an exit has a correspondant, we look at
2321 * all the exits in destination and try to find one with same path as 2469 * all the exits in destination and try to find one with same path as
2322 * the current exit's position */ 2470 * the current exit's position */
2323 if (!strncmp(EXIT_PATH (exit), settings.localdir, strlen(settings.localdir))) 2471 if (!strncmp (EXIT_PATH (exit), settings.localdir, strlen (settings.localdir)))
2324 exitmap = ready_map_name(EXIT_PATH (exit), MAP_PLAYER_UNIQUE); 2472 exitmap = ready_map_name (EXIT_PATH (exit), MAP_PLAYER_UNIQUE);
2473 else
2325 else exitmap = ready_map_name(EXIT_PATH (exit), 0); 2474 exitmap = ready_map_name (EXIT_PATH (exit), 0);
2326 if (exitmap) 2475 if (exitmap)
2327 { 2476 {
2328 tmp=get_map_ob (exitmap,EXIT_X(exit),EXIT_Y(exit)); 2477 tmp = get_map_ob (exitmap, EXIT_X (exit), EXIT_Y (exit));
2329 if (!tmp) return 0; 2478 if (!tmp)
2479 return 0;
2330 for ( (tmp=get_map_ob(exitmap,EXIT_X(exit),EXIT_Y(exit)));tmp;tmp=tmp->above) 2480 for ((tmp = get_map_ob (exitmap, EXIT_X (exit), EXIT_Y (exit))); tmp; tmp = tmp->above)
2331 { 2481 {
2332 if (tmp->type!=EXIT) continue; /*Not an exit*/ 2482 if (tmp->type != EXIT)
2333 if (!EXIT_PATH (tmp)) continue; /*Not a valid exit*/ 2483 continue; /*Not an exit */
2334 if ( (EXIT_X(tmp)!=exit->x) || (EXIT_Y(tmp)!=exit->y)) continue; /*Not in the same place*/ 2484 if (!EXIT_PATH (tmp))
2335 if (strcmp(exit->map->path,EXIT_PATH(tmp))!=0) continue; /*Not in the same map*/ 2485 continue; /*Not a valid exit */
2486 if ((EXIT_X (tmp) != exit->x) || (EXIT_Y (tmp) != exit->y))
2487 continue; /*Not in the same place */
2488 if (strcmp (exit->map->path, EXIT_PATH (tmp)) != 0)
2489 continue; /*Not in the same map */
2336 2490
2337 /* From here we have found the exit is valid. However we do 2491 /* From here we have found the exit is valid. However we do
2338 * here the check of the exit owner. It is important for the 2492 * here the check of the exit owner. It is important for the
2339 * town portals to prevent strangers from visiting your appartments 2493 * town portals to prevent strangers from visiting your appartments
2340 */ 2494 */
2495 if (!exit->race)
2341 if (!exit->race) return 1; /*No owner, free for all!*/ 2496 return 1; /*No owner, free for all! */
2342 exit_owner=NULL; 2497 exit_owner = NULL;
2343 for (pp=first_player;pp;pp=pp->next) 2498 for (pp = first_player; pp; pp = pp->next)
2344 { 2499 {
2345 if (!pp->ob) continue; 2500 if (!pp->ob)
2501 continue;
2346 if (pp->ob->name!=exit->race) continue; 2502 if (pp->ob->name != exit->race)
2503 continue;
2347 exit_owner= pp->ob; /*We found a player which correspond to the player name*/ 2504 exit_owner = pp->ob; /*We found a player which correspond to the player name */
2348 break; 2505 break;
2349 } 2506 }
2350 if (!exit_owner) return 0; /* No more owner*/ 2507 if (!exit_owner)
2351 if (exit_owner->contr==op->contr) return 1; /*It is your exit*/ 2508 return 0; /* No more owner */
2509 if (exit_owner->contr == op->contr)
2510 return 1; /*It is your exit */
2352 if ( exit_owner && /*There is a owner*/ 2511 if (exit_owner && /*There is a owner */
2353 (op->contr) && /*A player tries to pass */ 2512 (op->contr) && /*A player tries to pass */
2354 ( (exit_owner->contr->party==NULL) || /*No pass if controller has no party*/ 2513 ((exit_owner->contr->party == NULL) || /*No pass if controller has no party */
2355 (exit_owner->contr->party!=op->contr->party)) ) /* Or not the same as op*/ 2514 (exit_owner->contr->party != op->contr->party))) /* Or not the same as op */
2356 return 0; 2515 return 0;
2357 return 1; 2516 return 1;
2358 } 2517 }
2359 } 2518 }
2360 return 0; 2519 return 0;
2361 } 2520}
2362 2521
2363 2522
2364/** 2523/**
2365 * Main apply handler. 2524 * Main apply handler.
2366 * 2525 *
2376 * 2535 *
2377 * aflag is special (always apply/unapply) flags. Nothing is done with 2536 * aflag is special (always apply/unapply) flags. Nothing is done with
2378 * them in this function - they are passed to apply_special 2537 * them in this function - they are passed to apply_special
2379 */ 2538 */
2380 2539
2540int
2381int manual_apply (object *op, object *tmp, int aflag) 2541manual_apply (object *op, object *tmp, int aflag)
2382{ 2542{
2383 if (tmp->head) tmp=tmp->head; 2543 if (tmp->head)
2544 tmp = tmp->head;
2384 2545
2385 if (QUERY_FLAG (tmp, FLAG_UNPAID) && ! QUERY_FLAG (tmp, FLAG_APPLIED)) { 2546 if (QUERY_FLAG (tmp, FLAG_UNPAID) && !QUERY_FLAG (tmp, FLAG_APPLIED))
2547 {
2386 if (op->type == PLAYER) { 2548 if (op->type == PLAYER)
2549 {
2387 new_draw_info (NDI_UNIQUE, 0, op, "You should pay for it first."); 2550 new_draw_info (NDI_UNIQUE, 0, op, "You should pay for it first.");
2388 return 1; 2551 return 1;
2389 } else { 2552 }
2553 else
2554 {
2390 return 0; /* monsters just skip unpaid items */ 2555 return 0; /* monsters just skip unpaid items */
2391 } 2556 }
2392 } 2557 }
2393 2558
2394 if (INVOKE_OBJECT (APPLY, tmp, ARG_OBJECT (op))) 2559 if (INVOKE_OBJECT (APPLY, tmp, ARG_OBJECT (op)))
2395 return RESULT_INT (0); 2560 return RESULT_INT (0);
2396 2561
2397 switch (tmp->type) { 2562 switch (tmp->type)
2563 {
2398 2564
2399 case CF_HANDLE: 2565 case CF_HANDLE:
2400 new_draw_info(NDI_UNIQUE, 0,op,"You turn the handle."); 2566 new_draw_info (NDI_UNIQUE, 0, op, "You turn the handle.");
2401 play_sound_map(op->map, op->x, op->y, SOUND_TURN_HANDLE); 2567 play_sound_map (op->map, op->x, op->y, SOUND_TURN_HANDLE);
2402 tmp->value=tmp->value?0:1; 2568 tmp->value = tmp->value ? 0 : 1;
2403 SET_ANIMATION(tmp, tmp->value); 2569 SET_ANIMATION (tmp, tmp->value);
2404 update_object(tmp,UP_OBJ_FACE); 2570 update_object (tmp, UP_OBJ_FACE);
2405 push_button(tmp); 2571 push_button (tmp);
2406 return 1; 2572 return 1;
2407 2573
2408 case TRIGGER: 2574 case TRIGGER:
2409 if (check_trigger (tmp, op)) { 2575 if (check_trigger (tmp, op))
2576 {
2410 new_draw_info (NDI_UNIQUE, 0, op, "You turn the handle."); 2577 new_draw_info (NDI_UNIQUE, 0, op, "You turn the handle.");
2411 play_sound_map (tmp->map, tmp->x, tmp->y, SOUND_TURN_HANDLE); 2578 play_sound_map (tmp->map, tmp->x, tmp->y, SOUND_TURN_HANDLE);
2412 } else { 2579 }
2580 else
2581 {
2413 new_draw_info (NDI_UNIQUE, 0, op, "The handle doesn't move."); 2582 new_draw_info (NDI_UNIQUE, 0, op, "The handle doesn't move.");
2414 } 2583 }
2415 return 1; 2584 return 1;
2416 2585
2417 case EXIT: 2586 case EXIT:
2418 if (op->type != PLAYER) 2587 if (op->type != PLAYER)
2419 return 0; 2588 return 0;
2420 if( ! EXIT_PATH (tmp) || !is_legal_2ways_exit(op,tmp)) { 2589 if (!EXIT_PATH (tmp) || !is_legal_2ways_exit (op, tmp))
2590 {
2421 new_draw_info_format(NDI_UNIQUE, 0, op, "The %s is closed.", 2591 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s is closed.", query_name (tmp));
2422 query_name(tmp)); 2592 }
2423 } else { 2593 else
2594 {
2424 /* Don't display messages for random maps. */ 2595 /* Don't display messages for random maps. */
2425 if (tmp->msg && strncmp(EXIT_PATH(tmp),"/!",2) && 2596 if (tmp->msg && strncmp (EXIT_PATH (tmp), "/!", 2) && strncmp (EXIT_PATH (tmp), "/random/", 8))
2426 strncmp(EXIT_PATH(tmp), "/random/", 8))
2427 new_draw_info (NDI_NAVY, 0, op, tmp->msg); 2597 new_draw_info (NDI_NAVY, 0, op, tmp->msg);
2428 enter_exit(op,tmp); 2598 enter_exit (op, tmp);
2429 } 2599 }
2430 return 1; 2600 return 1;
2431 2601
2432 case SIGN: 2602 case SIGN:
2433 apply_sign (op, tmp, 0); 2603 apply_sign (op, tmp, 0);
2434 return 1; 2604 return 1;
2435 2605
2436 case BOOK: 2606 case BOOK:
2437 if (op->type == PLAYER) { 2607 if (op->type == PLAYER)
2608 {
2438 apply_book (op, tmp); 2609 apply_book (op, tmp);
2439 return 1; 2610 return 1;
2440 } else { 2611 }
2441 return 0; 2612 else
2442 } 2613 {
2614 return 0;
2615 }
2443 2616
2444 case SKILLSCROLL: 2617 case SKILLSCROLL:
2445 if (op->type == PLAYER) { 2618 if (op->type == PLAYER)
2619 {
2446 apply_skillscroll (op, tmp); 2620 apply_skillscroll (op, tmp);
2447 return 1; 2621 return 1;
2448 } 2622 }
2449 return 0; 2623 return 0;
2450 2624
2451 case SPELLBOOK: 2625 case SPELLBOOK:
2452 if (op->type == PLAYER) { 2626 if (op->type == PLAYER)
2627 {
2453 apply_spellbook (op, tmp); 2628 apply_spellbook (op, tmp);
2454 return 1; 2629 return 1;
2455 } 2630 }
2456 return 0; 2631 return 0;
2457 2632
2458 case SCROLL: 2633 case SCROLL:
2459 apply_scroll (op, tmp, 0); 2634 apply_scroll (op, tmp, 0);
2460 return 1; 2635 return 1;
2461 2636
2462 case POTION: 2637 case POTION:
2463 (void) apply_potion(op, tmp); 2638 (void) apply_potion (op, tmp);
2464 return 1; 2639 return 1;
2465 2640
2466 /* Eneq(@csd.uu.se): Handle apply on containers. */ 2641 /* Eneq(@csd.uu.se): Handle apply on containers. */
2467 case CLOSE_CON: 2642 case CLOSE_CON:
2468 if (op->type==PLAYER)
2469 (void) esrv_apply_container (op, tmp->env);
2470 else
2471 (void) apply_container (op, tmp->env);
2472 return 1;
2473
2474 case CONTAINER:
2475 if (op->type==PLAYER)
2476 (void) esrv_apply_container (op, tmp);
2477 else
2478 (void) apply_container (op, tmp);
2479 return 1;
2480
2481 case TREASURE:
2482 if (op->type == PLAYER) { 2643 if (op->type == PLAYER)
2644 (void) esrv_apply_container (op, tmp->env);
2645 else
2646 (void) apply_container (op, tmp->env);
2647 return 1;
2648
2649 case CONTAINER:
2650 if (op->type == PLAYER)
2651 (void) esrv_apply_container (op, tmp);
2652 else
2653 (void) apply_container (op, tmp);
2654 return 1;
2655
2656 case TREASURE:
2657 if (op->type == PLAYER)
2658 {
2483 apply_treasure (op, tmp); 2659 apply_treasure (op, tmp);
2484 return 1; 2660 return 1;
2485 } else { 2661 }
2486 return 0; 2662 else
2487 } 2663 {
2664 return 0;
2665 }
2488 2666
2489 case WEAPON: 2667 case WEAPON:
2490 case ARMOUR: 2668 case ARMOUR:
2491 case BOOTS: 2669 case BOOTS:
2492 case GLOVES: 2670 case GLOVES:
2493 case AMULET: 2671 case AMULET:
2494 case GIRDLE: 2672 case GIRDLE:
2495 case BRACERS: 2673 case BRACERS:
2496 case SHIELD: 2674 case SHIELD:
2497 case HELMET: 2675 case HELMET:
2498 case RING: 2676 case RING:
2499 case CLOAK: 2677 case CLOAK:
2500 case WAND: 2678 case WAND:
2501 case ROD: 2679 case ROD:
2502 case HORN: 2680 case HORN:
2503 case SKILL: 2681 case SKILL:
2504 case BOW: 2682 case BOW:
2505 case LAMP: 2683 case LAMP:
2506 case BUILDER: 2684 case BUILDER:
2507 case SKILL_TOOL: 2685 case SKILL_TOOL:
2508 if (tmp->env != op) 2686 if (tmp->env != op)
2509 return 2; /* not in inventory */ 2687 return 2; /* not in inventory */
2510 (void) apply_special (op, tmp, aflag); 2688 (void) apply_special (op, tmp, aflag);
2511 return 1; 2689 return 1;
2512 2690
2513 case DRINK: 2691 case DRINK:
2514 case FOOD: 2692 case FOOD:
2515 case FLESH: 2693 case FLESH:
2516 apply_food (op, tmp); 2694 apply_food (op, tmp);
2517 return 1; 2695 return 1;
2518 2696
2519 case POISON: 2697 case POISON:
2520 apply_poison (op, tmp); 2698 apply_poison (op, tmp);
2521 return 1; 2699 return 1;
2522 2700
2523 case SAVEBED: 2701 case SAVEBED:
2524 if (op->type == PLAYER) { 2702 if (op->type == PLAYER)
2525 apply_savebed (op); 2703 {
2526 return 1; 2704 apply_savebed (op);
2527 } else { 2705 return 1;
2528 return 0; 2706 }
2529 } 2707 else
2708 {
2709 return 0;
2710 }
2530 2711
2531 case ARMOUR_IMPROVER: 2712 case ARMOUR_IMPROVER:
2532 if (op->type == PLAYER) { 2713 if (op->type == PLAYER)
2714 {
2533 apply_armour_improver (op, tmp); 2715 apply_armour_improver (op, tmp);
2534 return 1; 2716 return 1;
2535 } else { 2717 }
2536 return 0; 2718 else
2537 } 2719 {
2720 return 0;
2721 }
2538 2722
2539 case WEAPON_IMPROVER: 2723 case WEAPON_IMPROVER:
2540 (void) check_improve_weapon(op, tmp); 2724 (void) check_improve_weapon (op, tmp);
2541 return 1; 2725 return 1;
2542 2726
2543 case CLOCK: 2727 case CLOCK:
2544 if (op->type == PLAYER) { 2728 if (op->type == PLAYER)
2545 char buf[MAX_BUF]; 2729 {
2546 timeofday_t tod; 2730 char buf[MAX_BUF];
2731 timeofday_t tod;
2547 2732
2548 get_tod(&tod); 2733 get_tod (&tod);
2549 sprintf(buf, "It is %d minute%s past %d o'clock %s", 2734 sprintf (buf, "It is %d minute%s past %d o'clock %s",
2550 tod.minute+1, ((tod.minute+1 < 2) ? "" : "s"), 2735 tod.minute + 1, ((tod.minute + 1 < 2) ? "" : "s"),
2551 ((tod.hour % 14 == 0) ? 14 : ((tod.hour)%14)), 2736 ((tod.hour % 14 == 0) ? 14 : ((tod.hour) % 14)), ((tod.hour >= 14) ? "pm" : "am"));
2552 ((tod.hour >= 14) ? "pm" : "am"));
2553 play_sound_player_only(op->contr, SOUND_CLOCK,0,0); 2737 play_sound_player_only (op->contr, SOUND_CLOCK, 0, 0);
2554 new_draw_info(NDI_UNIQUE, 0,op, buf); 2738 new_draw_info (NDI_UNIQUE, 0, op, buf);
2555 return 1; 2739 return 1;
2556 } else { 2740 }
2557 return 0; 2741 else
2558 } 2742 {
2743 return 0;
2744 }
2559 2745
2560 case MENU: 2746 case MENU:
2561 if (op->type == PLAYER) { 2747 if (op->type == PLAYER)
2562 shop_listing (op); 2748 {
2563 return 1; 2749 shop_listing (op);
2564 } else { 2750 return 1;
2565 return 0; 2751 }
2566 } 2752 else
2753 {
2754 return 0;
2755 }
2567 2756
2568 case POWER_CRYSTAL: 2757 case POWER_CRYSTAL:
2569 apply_power_crystal(op,tmp); /* see egoitem.c */ 2758 apply_power_crystal (op, tmp); /* see egoitem.c */
2570 return 1; 2759 return 1;
2571 2760
2572 case LIGHTER: /* for lighting torches/lanterns/etc */ 2761 case LIGHTER: /* for lighting torches/lanterns/etc */
2573 if (op->type == PLAYER) { 2762 if (op->type == PLAYER)
2574 apply_lighter(op,tmp); 2763 {
2575 return 1; 2764 apply_lighter (op, tmp);
2576 } else { 2765 return 1;
2577 return 0; 2766 }
2578 } 2767 else
2768 {
2769 return 0;
2770 }
2579 2771
2580 case ITEM_TRANSFORMER: 2772 case ITEM_TRANSFORMER:
2581 apply_item_transformer( op, tmp ); 2773 apply_item_transformer (op, tmp);
2582 return 1; 2774 return 1;
2583 2775
2584 default: 2776 default:
2585 return 0; 2777 return 0;
2586 } 2778 }
2587} 2779}
2588 2780
2589 2781
2590/* quiet suppresses the "don't know how to apply" and "you must get it first" 2782/* quiet suppresses the "don't know how to apply" and "you must get it first"
2591 * messages as needed by player_apply_below(). But there can still be 2783 * messages as needed by player_apply_below(). But there can still be
2592 * "but you are floating high above the ground" messages. 2784 * "but you are floating high above the ground" messages.
2593 * 2785 *
2594 * Same return value as apply() function. 2786 * Same return value as apply() function.
2595 */ 2787 */
2788int
2596int player_apply (object *pl, object *op, int aflag, int quiet) 2789player_apply (object *pl, object *op, int aflag, int quiet)
2597{ 2790{
2598 int tmp; 2791 int tmp;
2599 2792
2600 if (op->env == NULL && (pl->move_type & MOVE_FLYING)) { 2793 if (op->env == NULL && (pl->move_type & MOVE_FLYING))
2794 {
2601 /* player is flying and applying object not in inventory */ 2795 /* player is flying and applying object not in inventory */
2602 if ( ! QUERY_FLAG (pl, FLAG_WIZ) && !(op->move_type & MOVE_FLYING)) { 2796 if (!QUERY_FLAG (pl, FLAG_WIZ) && !(op->move_type & MOVE_FLYING))
2797 {
2603 new_draw_info (NDI_UNIQUE, 0, pl, "But you are floating high " 2798 new_draw_info (NDI_UNIQUE, 0, pl, "But you are floating high " "above the ground!");
2604 "above the ground!");
2605 return 0; 2799 return 0;
2606 } 2800 }
2607 } 2801 }
2608 2802
2609 /* Check for PLAYER to avoid a DM to disappear in a puff of smoke if 2803 /* Check for PLAYER to avoid a DM to disappear in a puff of smoke if
2610 * applied. 2804 * applied.
2611 */ 2805 */
2612 if (op->type != PLAYER && QUERY_FLAG (op, FLAG_WAS_WIZ) && ! QUERY_FLAG (pl, FLAG_WAS_WIZ)) 2806 if (op->type != PLAYER && QUERY_FLAG (op, FLAG_WAS_WIZ) && !QUERY_FLAG (pl, FLAG_WAS_WIZ))
2613 { 2807 {
2614 play_sound_map (pl->map, pl->x, pl->y, SOUND_OB_EVAPORATE); 2808 play_sound_map (pl->map, pl->x, pl->y, SOUND_OB_EVAPORATE);
2615 new_draw_info (NDI_UNIQUE, 0, pl, "The object disappears in a puff " 2809 new_draw_info (NDI_UNIQUE, 0, pl, "The object disappears in a puff " "of smoke!");
2616 "of smoke!");
2617 new_draw_info (NDI_UNIQUE, 0, pl, "It must have been an illusion."); 2810 new_draw_info (NDI_UNIQUE, 0, pl, "It must have been an illusion.");
2618 remove_ob (op); 2811 op->destroy ();
2619 free_object (op);
2620 return 1; 2812 return 1;
2621 } 2813 }
2622 2814
2623 pl->contr->last_used = op; 2815 pl->contr->last_used = op;
2624 pl->contr->last_used_id = op->count; 2816 pl->contr->last_used_id = op->count;
2625 2817
2626 tmp = manual_apply (pl, op, aflag); 2818 tmp = manual_apply (pl, op, aflag);
2627 if ( ! quiet) { 2819 if (!quiet)
2820 {
2628 if (tmp == 0) 2821 if (tmp == 0)
2629 new_draw_info_format (NDI_UNIQUE, 0, pl, 2822 new_draw_info_format (NDI_UNIQUE, 0, pl, "I don't know how to apply the %s.", query_name (op));
2630 "I don't know how to apply the %s.",
2631 query_name (op));
2632 else if (tmp == 2) 2823 else if (tmp == 2)
2633 new_draw_info_format (NDI_UNIQUE, 0, pl, 2824 new_draw_info_format (NDI_UNIQUE, 0, pl, "You must get it first!\n");
2634 "You must get it first!\n");
2635 } 2825 }
2636 return tmp; 2826 return tmp;
2637} 2827}
2638 2828
2639/** 2829/**
2640 * player_apply_below attempts to apply the object 'below' the player. 2830 * player_apply_below attempts to apply the object 'below' the player.
2641 * If the player has an open container, we use that for below, otherwise 2831 * If the player has an open container, we use that for below, otherwise
2642 * we use the ground. 2832 * we use the ground.
2643 */ 2833 */
2644 2834
2835void
2645void player_apply_below (object *pl) 2836player_apply_below (object *pl)
2646{ 2837{
2647 object *tmp, *next; 2838 object *tmp, *next;
2648 int floors; 2839 int floors;
2649 2840
2650 /* If using a container, set the starting item to be the top 2841 /* If using a container, set the starting item to be the top
2651 * item in the container. Otherwise, use the map. 2842 * item in the container. Otherwise, use the map.
2652 */ 2843 */
2653 tmp = (pl->container != NULL) ? pl->container->inv : pl->below; 2844 tmp = (pl->container != NULL) ? pl->container->inv : pl->below;
2654 2845
2655 /* This is perhaps more complicated. However, I want to make sure that 2846 /* This is perhaps more complicated. However, I want to make sure that
2656 * we don't use a corrupt pointer for the next object, so we get the 2847 * we don't use a corrupt pointer for the next object, so we get the
2657 * next object in the stack before applying. This is can only be a 2848 * next object in the stack before applying. This is can only be a
2658 * problem if player_apply() has a bug in that it uses the object but does 2849 * problem if player_apply() has a bug in that it uses the object but does
2659 * not return a proper value. 2850 * not return a proper value.
2660 */ 2851 */
2661 for (floors = 0; tmp!=NULL; tmp=next) { 2852 for (floors = 0; tmp != NULL; tmp = next)
2853 {
2662 next = tmp->below; 2854 next = tmp->below;
2663 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 2855 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
2664 floors++; 2856 floors++;
2665 else if (floors > 0) 2857 else if (floors > 0)
2666 return; /* process only floor objects after first floor object */ 2858 return; /* process only floor objects after first floor object */
2667 2859
2668 /* If it is visible, player can apply it. If it is applied by 2860 /* If it is visible, player can apply it. If it is applied by
2669 * person moving on it, also activate. Added code to make it 2861 * person moving on it, also activate. Added code to make it
2670 * so that at least one of players movement types be that which 2862 * so that at least one of players movement types be that which
2671 * the item needs. 2863 * the item needs.
2672 */ 2864 */
2673 if ( ! tmp->invisible || (tmp->move_on & pl->move_type)) { 2865 if (!tmp->invisible || (tmp->move_on & pl->move_type))
2866 {
2674 if (player_apply (pl, tmp, 0, 1) == 1) 2867 if (player_apply (pl, tmp, 0, 1) == 1)
2675 return; 2868 return;
2676 } 2869 }
2677 if (floors >= 2) 2870 if (floors >= 2)
2678 return; /* process at most two floor objects */ 2871 return; /* process at most two floor objects */
2679 } 2872 }
2680} 2873}
2681 2874
2682/** 2875/**
2683 * Unapplies specified item. 2876 * Unapplies specified item.
2684 * No check done on cursed/damned. 2877 * No check done on cursed/damned.
2685 * Break this out of apply_special - this is just done 2878 * Break this out of apply_special - this is just done
2686 * to keep the size of apply_special to a more managable size. 2879 * to keep the size of apply_special to a more managable size.
2687 */ 2880 */
2881static int
2688static int unapply_special (object *who, object *op, int aflags) 2882unapply_special (object *who, object *op, int aflags)
2689{ 2883{
2690 if (INVOKE_OBJECT (BE_UNREADY, op, ARG_OBJECT (who), ARG_INT (aflags)) 2884 if (INVOKE_OBJECT (BE_UNREADY, op, ARG_OBJECT (who), ARG_INT (aflags)) || INVOKE_OBJECT (UNREADY, who, ARG_OBJECT (op), ARG_INT (aflags)))
2691 || INVOKE_OBJECT (UNREADY, who, ARG_OBJECT (op), ARG_INT (aflags)))
2692 return RESULT_INT (0); 2885 return RESULT_INT (0);
2693 2886
2694 object *tmp2; 2887 object *tmp2;
2695 2888
2696 CLEAR_FLAG(op, FLAG_APPLIED); 2889 CLEAR_FLAG (op, FLAG_APPLIED);
2697 switch(op->type) { 2890 switch (op->type)
2891 {
2698 case WEAPON: 2892 case WEAPON:
2699 new_draw_info_format(NDI_UNIQUE, 0, who, "You unwield %s.",query_name(op)); 2893 new_draw_info_format (NDI_UNIQUE, 0, who, "You unwield %s.", query_name (op));
2700 2894
2701 (void) change_abil (who,op);
2702 if(QUERY_FLAG(who,FLAG_READY_WEAPON))
2703 CLEAR_FLAG(who,FLAG_READY_WEAPON);
2704 clear_skill(who);
2705 break;
2706
2707 case SKILL: /* allows objects to impart skills */
2708 case SKILL_TOOL:
2709 if (op != who->chosen_skill) {
2710 LOG (llevError, "BUG: apply_special(): applied skill is not a chosen skill\n");
2711 }
2712 if (who->type==PLAYER) {
2713 if (who->contr->shoottype == range_skill)
2714 who->contr->shoottype = range_none;
2715 if ( ! op->invisible) {
2716 new_draw_info_format (NDI_UNIQUE, 0, who,
2717 "You stop using the %s.", query_name(op));
2718 } else {
2719 new_draw_info_format (NDI_UNIQUE, 0, who,
2720 "You can no longer use the skill: %s.",
2721 op->skill);
2722 }
2723 }
2724 (void) change_abil (who, op); 2895 (void) change_abil (who, op);
2896 if (QUERY_FLAG (who, FLAG_READY_WEAPON))
2897 CLEAR_FLAG (who, FLAG_READY_WEAPON);
2898 clear_skill (who);
2899 break;
2900
2901 case SKILL: /* allows objects to impart skills */
2902 case SKILL_TOOL:
2903 if (op != who->chosen_skill)
2904 {
2905 LOG (llevError, "BUG: apply_special(): applied skill is not a chosen skill\n");
2906 }
2907 if (who->type == PLAYER)
2908 {
2909 if (who->contr->shoottype == range_skill)
2910 who->contr->shoottype = range_none;
2911 if (!op->invisible)
2912 {
2913 new_draw_info_format (NDI_UNIQUE, 0, who, "You stop using the %s.", query_name (op));
2914 }
2915 else
2916 {
2917 new_draw_info_format (NDI_UNIQUE, 0, who, "You can no longer use the skill: %s.", &op->skill);
2918 }
2919 }
2920 (void) change_abil (who, op);
2725 who->chosen_skill = NULL; 2921 who->chosen_skill = NULL;
2726 CLEAR_FLAG (who, FLAG_READY_SKILL); 2922 CLEAR_FLAG (who, FLAG_READY_SKILL);
2727 break; 2923 break;
2728 2924
2729 case ARMOUR: 2925 case ARMOUR:
2730 case HELMET: 2926 case HELMET:
2731 case SHIELD: 2927 case SHIELD:
2732 case RING: 2928 case RING:
2733 case BOOTS: 2929 case BOOTS:
2734 case GLOVES: 2930 case GLOVES:
2735 case AMULET: 2931 case AMULET:
2736 case GIRDLE: 2932 case GIRDLE:
2737 case BRACERS: 2933 case BRACERS:
2738 case CLOAK: 2934 case CLOAK:
2739 new_draw_info_format(NDI_UNIQUE, 0, who, "You unwear %s.",query_name(op)); 2935 new_draw_info_format (NDI_UNIQUE, 0, who, "You unwear %s.", query_name (op));
2740 (void) change_abil (who,op); 2936 (void) change_abil (who, op);
2741 break; 2937 break;
2742 case LAMP: 2938 case LAMP:
2743 new_draw_info_format(NDI_UNIQUE, 0, who, "You turn off your %s.", 2939 new_draw_info_format (NDI_UNIQUE, 0, who, "You turn off your %s.", &op->name);
2744 op->name);
2745 tmp2 = arch_to_object(op->other_arch); 2940 tmp2 = arch_to_object (op->other_arch);
2746 tmp2->x = op->x; 2941 tmp2->x = op->x;
2747 tmp2->y = op->y; 2942 tmp2->y = op->y;
2748 tmp2->map = op->map; 2943 tmp2->map = op->map;
2749 tmp2->below = op->below; 2944 tmp2->below = op->below;
2750 tmp2->above = op->above; 2945 tmp2->above = op->above;
2751 tmp2->stats.food = op->stats.food; 2946 tmp2->stats.food = op->stats.food;
2752 CLEAR_FLAG(tmp2, FLAG_APPLIED); 2947 CLEAR_FLAG (tmp2, FLAG_APPLIED);
2948
2753 if (QUERY_FLAG(op, FLAG_INV_LOCKED)) 2949 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
2754 SET_FLAG(tmp2, FLAG_INV_LOCKED); 2950 SET_FLAG (tmp2, FLAG_INV_LOCKED);
2951
2755 if (who->type == PLAYER) 2952 if (who->type == PLAYER)
2756 esrv_del_item(who->contr, (tag_t)op->count); 2953 esrv_del_item (who->contr, op->count);
2757 remove_ob(op); 2954
2758 free_object(op); 2955 op->destroy ();
2759 insert_ob_in_ob(tmp2, who); 2956 insert_ob_in_ob (tmp2, who);
2760 fix_player(who); 2957 fix_player (who);
2761 if (QUERY_FLAG(op, FLAG_CURSED) || QUERY_FLAG(op, FLAG_DAMNED)) { 2958 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
2959 {
2762 if (who->type == PLAYER) { 2960 if (who->type == PLAYER)
2961 {
2763 new_draw_info(NDI_UNIQUE, 0,who, "Oops, it feels deadly cold!"); 2962 new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!");
2764 SET_FLAG(tmp2, FLAG_KNOWN_CURSED); 2963 SET_FLAG (tmp2, FLAG_KNOWN_CURSED);
2765 } 2964 }
2766 } 2965 }
2767 if(who->type==PLAYER) 2966 if (who->type == PLAYER)
2768 esrv_send_item(who, tmp2); 2967 esrv_send_item (who, tmp2);
2769 return 1; /* otherwise, an attempt to drop causes problems */ 2968 return 1; /* otherwise, an attempt to drop causes problems */
2770 break; 2969 break;
2771 case BOW: 2970 case BOW:
2772 case WAND: 2971 case WAND:
2773 case ROD: 2972 case ROD:
2774 case HORN: 2973 case HORN:
2775 clear_skill(who); 2974 clear_skill (who);
2776 new_draw_info_format(NDI_UNIQUE, 0, who, "You unready %s.",query_name(op)); 2975 new_draw_info_format (NDI_UNIQUE, 0, who, "You unready %s.", query_name (op));
2777 if(who->type==PLAYER) { 2976 if (who->type == PLAYER)
2977 {
2778 who->contr->shoottype = range_none; 2978 who->contr->shoottype = range_none;
2779 } else { 2979 }
2780 if (op->type == BOW) 2980 else
2981 {
2982 if (op->type == BOW)
2781 CLEAR_FLAG (who, FLAG_READY_BOW); 2983 CLEAR_FLAG (who, FLAG_READY_BOW);
2782 else 2984 else
2783 CLEAR_FLAG(who, FLAG_READY_RANGE); 2985 CLEAR_FLAG (who, FLAG_READY_RANGE);
2784 } 2986 }
2785 break; 2987 break;
2786 2988
2787 case BUILDER: 2989 case BUILDER:
2788 new_draw_info_format(NDI_UNIQUE, 0, who, "You unready %s.",query_name(op)); 2990 new_draw_info_format (NDI_UNIQUE, 0, who, "You unready %s.", query_name (op));
2789 who->contr->shoottype = range_none; 2991 who->contr->shoottype = range_none;
2790 who->contr->ranges[ range_builder ] = NULL; 2992 who->contr->ranges[range_builder] = NULL;
2791 break; 2993 break;
2792 2994
2793 default: 2995 default:
2794 new_draw_info_format(NDI_UNIQUE, 0, who, "You unapply %s.",query_name(op)); 2996 new_draw_info_format (NDI_UNIQUE, 0, who, "You unapply %s.", query_name (op));
2795 break; 2997 break;
2796 } 2998 }
2797 2999
2798 fix_player(who); 3000 fix_player (who);
2799 3001
2800 if ( ! (aflags & AP_NO_MERGE)) { 3002 if (!(aflags & AP_NO_MERGE))
3003 {
2801 object *tmp; 3004 object *tmp;
2802 3005
2803 tag_t del_tag = op->count;
2804 tmp = merge_ob (op, NULL); 3006 tmp = merge_ob (op, NULL);
2805 if (who->type == PLAYER) { 3007 if (who->type == PLAYER)
2806 if (tmp) { /* it was merged */ 3008 {
3009 if (tmp)
3010 { /* it was merged */
2807 esrv_del_item (who->contr, del_tag); 3011 esrv_del_item (who->contr, op->count);
2808 op = tmp; 3012 op = tmp;
2809 } 3013 }
3014
2810 esrv_send_item (who, op); 3015 esrv_send_item (who, op);
2811 } 3016 }
2812 } 3017 }
2813 return 0; 3018 return 0;
2814} 3019}
2815 3020
2816/** 3021/**
2817 * Returns the object that is using location 'loc'. 3022 * Returns the object that is using location 'loc'.
2818 * Note that 'start' is the first object to start examing - we 3023 * Note that 'start' is the first object to start examing - we
2825 * loc is the index into the array we are looking for a match. 3030 * loc is the index into the array we are looking for a match.
2826 * don't return invisible objects unless they are skill objects 3031 * don't return invisible objects unless they are skill objects
2827 * invisible other objects that use 3032 * invisible other objects that use
2828 * up body locations can be used as restrictions. 3033 * up body locations can be used as restrictions.
2829 */ 3034 */
3035object *
2830object *get_item_from_body_location(object *start, int loc) 3036get_item_from_body_location (object *start, int loc)
2831{ 3037{
2832 object *tmp; 3038 object *tmp;
2833 3039
2834 if (!start) return NULL; 3040 if (!start)
2835
2836 for (tmp=start; tmp; tmp=tmp->below)
2837 if (QUERY_FLAG(tmp, FLAG_APPLIED) && tmp->body_info[loc] &&
2838 (!tmp->invisible || tmp->type==SKILL)) return tmp;
2839
2840 return NULL; 3041 return NULL;
3042
3043 for (tmp = start; tmp; tmp = tmp->below)
3044 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->body_info[loc] && (!tmp->invisible || tmp->type == SKILL))
3045 return tmp;
3046
3047 return NULL;
2841} 3048}
2842 3049
2843 3050
2844 3051
2845/** 3052/**
2851 * Returns 0 on success, returns 1 if there is some problem. 3058 * Returns 0 on success, returns 1 if there is some problem.
2852 * if aflags is AP_PRINT, we instead print out waht to unapply 3059 * if aflags is AP_PRINT, we instead print out waht to unapply
2853 * instead of doing it. This is a lot less code than having 3060 * instead of doing it. This is a lot less code than having
2854 * another function that does just that. 3061 * another function that does just that.
2855 */ 3062 */
3063int
2856int unapply_for_ob(object *who, object *op, int aflags) 3064unapply_for_ob (object *who, object *op, int aflags)
2857{ 3065{
2858 int i; 3066 int i;
2859 object *tmp=NULL, *last; 3067 object *tmp = NULL, *last;
2860 3068
2861 /* If we are applying a shield or weapon, unapply any equipped shield 3069 /* If we are applying a shield or weapon, unapply any equipped shield
2862 * or weapons first - only allowed to use one weapon/shield at a time. 3070 * or weapons first - only allowed to use one weapon/shield at a time.
2863 */ 3071 */
2864 if (op->type == WEAPON || op->type == SHIELD) { 3072 if (op->type == WEAPON || op->type == SHIELD)
3073 {
2865 for (tmp=who->inv; tmp; tmp=tmp->below) { 3074 for (tmp = who->inv; tmp; tmp = tmp->below)
3075 {
2866 if (QUERY_FLAG(tmp, FLAG_APPLIED) && tmp->type == op->type) { 3076 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == op->type)
2867 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || 3077 {
2868 (!QUERY_FLAG(tmp, FLAG_CURSED) && !QUERY_FLAG(tmp, FLAG_DAMNED))) { 3078 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED)))
3079 {
2869 if (aflags & AP_PRINT) 3080 if (aflags & AP_PRINT)
2870 new_draw_info(NDI_UNIQUE, 0, who, query_name(tmp)); 3081 new_draw_info (NDI_UNIQUE, 0, who, query_name (tmp));
2871 else 3082 else
2872 unapply_special(who, tmp, aflags); 3083 unapply_special (who, tmp, aflags);
2873 } 3084 }
2874 else { 3085 else
3086 {
2875 /* In this case, we want to try and remove a cursed item. 3087 /* In this case, we want to try and remove a cursed item.
2876 * While we know it won't work, we want unapply_special to 3088 * While we know it won't work, we want unapply_special to
2877 * at least generate the message. 3089 * at least generate the message.
2878 */ 3090 */
2879 new_draw_info_format(NDI_UNIQUE, 0, who, 3091 new_draw_info_format (NDI_UNIQUE, 0, who, "No matter how hard you try, you just can't\nremove %s.", query_name (tmp));
2880 "No matter how hard you try, you just can't\nremove %s.", 3092 return 1;
2881 query_name(tmp)); 3093 }
2882 return 1;
2883 }
2884 3094
3095 }
3096 }
2885 } 3097 }
2886 }
2887 }
2888 3098
2889 for (i=0; i<NUM_BODY_LOCATIONS; i++) { 3099 for (i = 0; i < NUM_BODY_LOCATIONS; i++)
3100 {
2890 /* this used up a slot that we need to free */ 3101 /* this used up a slot that we need to free */
2891 if (op->body_info[i]) { 3102 if (op->body_info[i])
3103 {
2892 last = who->inv; 3104 last = who->inv;
2893 3105
2894 /* We do a while loop - may need to remove several items in order 3106 /* We do a while loop - may need to remove several items in order
2895 * to free up enough slots. 3107 * to free up enough slots.
2896 */ 3108 */
2897 while ((who->body_used[i] + op->body_info[i]) < 0) { 3109 while ((who->body_used[i] + op->body_info[i]) < 0)
3110 {
2898 tmp = get_item_from_body_location(last, i); 3111 tmp = get_item_from_body_location (last, i);
2899 if (!tmp) { 3112 if (!tmp)
3113 {
2900#if 0 3114#if 0
2901 /* Not a bug - we'll get this if the player has cursed items 3115 /* Not a bug - we'll get this if the player has cursed items
2902 * equipped. 3116 * equipped.
2903 */ 3117 */
2904 LOG(llevError,"Can't find object using location %d (%s) on %s\n", 3118 LOG (llevError, "Can't find object using location %d (%s) on %s\n", i, body_locations[i].save_name, who->name);
2905 i, body_locations[i].save_name, who->name);
2906#endif 3119#endif
2907 return 1; 3120 return 1;
2908 } 3121 }
2909 /* If we are just printing, we don't care about cursed status */ 3122 /* If we are just printing, we don't care about cursed status */
2910 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || 3123 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!(QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))))
2911 (!(QUERY_FLAG(tmp, FLAG_CURSED) || QUERY_FLAG(tmp, FLAG_DAMNED)))) { 3124 {
2912 if (aflags & AP_PRINT) 3125 if (aflags & AP_PRINT)
2913 new_draw_info(NDI_UNIQUE, 0, who, query_name(tmp)); 3126 new_draw_info (NDI_UNIQUE, 0, who, query_name (tmp));
2914 else 3127 else
2915 unapply_special(who, tmp, aflags); 3128 unapply_special (who, tmp, aflags);
2916 } 3129 }
2917 else { 3130 else
3131 {
2918 /* Cursed item that we can't unequip - tell the player. 3132 /* Cursed item that we can't unequip - tell the player.
2919 * Note this could be annoying if this is just one of a few, 3133 * Note this could be annoying if this is just one of a few,
2920 * so it may not be critical (eg, putting on a ring and you have 3134 * so it may not be critical (eg, putting on a ring and you have
2921 * one cursed ring.) 3135 * one cursed ring.)
2922 */ 3136 */
2923 new_draw_info_format(NDI_UNIQUE, 0, who, "The %s just won't come off", query_name(tmp)); 3137 new_draw_info_format (NDI_UNIQUE, 0, who, "The %s just won't come off", query_name (tmp));
2924 } 3138 }
2925 last = tmp->below; 3139 last = tmp->below;
2926 } 3140 }
2927 /* if we got here, this slot is freed up - otherwise, if it wasn't freed up, the 3141 /* if we got here, this slot is freed up - otherwise, if it wasn't freed up, the
2928 * return in the !tmp would have kicked in. 3142 * return in the !tmp would have kicked in.
2929 */ 3143 */
2930 } /* if op is using this body location */ 3144 } /* if op is using this body location */
2931 } /* for body lcoations */ 3145 } /* for body lcoations */
2932 return 0; 3146 return 0;
2933} 3147}
2934 3148
2935/** 3149/**
2936 * Checks to see if 'who' can apply object 'op'. 3150 * Checks to see if 'who' can apply object 'op'.
2937 * Returns 0 if apply can be done without anything special. 3151 * Returns 0 if apply can be done without anything special.
2941 * is set, do we really are what the other flags may be?) 3155 * is set, do we really are what the other flags may be?)
2942 * 3156 *
2943 * See include/define.h for detailed description of the meaning of 3157 * See include/define.h for detailed description of the meaning of
2944 * these return values. 3158 * these return values.
2945 */ 3159 */
3160int
2946int can_apply_object(object *who, object *op) 3161can_apply_object (object *who, object *op)
2947{ 3162{
2948 if (INVOKE_OBJECT (CAN_BE_APPLIED, op, ARG_OBJECT (who)) 3163 if (INVOKE_OBJECT (CAN_BE_APPLIED, op, ARG_OBJECT (who)) || INVOKE_OBJECT (CAN_APPLY, who, ARG_OBJECT (op)))
2949 || INVOKE_OBJECT (CAN_APPLY, who, ARG_OBJECT (op)))
2950 return RESULT_INT (0); 3164 return RESULT_INT (0);
2951 3165
2952 int i, retval=0; 3166 int i, retval = 0;
2953 object *tmp=NULL, *ws=NULL; 3167 object *tmp = NULL, *ws = NULL;
2954 3168
2955 /* Players have 2 'arm's, so they could in theory equip 2 shields or 3169 /* Players have 2 'arm's, so they could in theory equip 2 shields or
2956 * 2 weapons, but we don't want to let them do that. So if they are 3170 * 2 weapons, but we don't want to let them do that. So if they are
2957 * trying to equip a weapon or shield, see if they already have one 3171 * trying to equip a weapon or shield, see if they already have one
2958 * in place and store that way. 3172 * in place and store that way.
2959 */ 3173 */
2960 if (op->type == WEAPON || op->type == SHIELD) { 3174 if (op->type == WEAPON || op->type == SHIELD)
3175 {
2961 for (tmp=who->inv; tmp && !ws; tmp=tmp->below) { 3176 for (tmp = who->inv; tmp && !ws; tmp = tmp->below)
3177 {
2962 if (QUERY_FLAG(tmp, FLAG_APPLIED) && tmp->type == op->type) { 3178 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == op->type)
3179 {
2963 retval = CAN_APPLY_UNAPPLY; 3180 retval = CAN_APPLY_UNAPPLY;
2964 ws = tmp; 3181 ws = tmp;
3182 }
3183 }
2965 } 3184 }
2966 }
2967 }
2968
2969 3185
3186
2970 for (i=0; i<NUM_BODY_LOCATIONS; i++) { 3187 for (i = 0; i < NUM_BODY_LOCATIONS; i++)
3188 {
2971 if (op->body_info[i]) { 3189 if (op->body_info[i])
3190 {
2972 /* Item uses more slots than we have */ 3191 /* Item uses more slots than we have */
2973 if (FABS(op->body_info[i]) > who->body_info[i]) { 3192 if (FABS (op->body_info[i]) > who->body_info[i])
3193 {
2974 /* Could return now for efficiently - rest of info below isn' 3194 /* Could return now for efficiently - rest of info below isn'
2975 * really needed. 3195 * really needed.
2976 */ 3196 */
2977 retval |= CAN_APPLY_NEVER; 3197 retval |= CAN_APPLY_NEVER;
3198 }
2978 } else if ((who->body_used[i] + op->body_info[i]) < 0) { 3199 else if ((who->body_used[i] + op->body_info[i]) < 0)
3200 {
2979 /* in this case, equipping this would use more free spots than 3201 /* in this case, equipping this would use more free spots than
2980 * we have. 3202 * we have.
2981 */ 3203 */
2982 object *tmp1; 3204 object *tmp1;
2983 3205
2984 3206
2985 /* if we have an applied weapon/shield, and unapply it would free 3207 /* if we have an applied weapon/shield, and unapply it would free
2986 * enough slots to equip the new item, then just set this can 3208 * enough slots to equip the new item, then just set this can
2987 * continue. We don't care about the logic below - if you have 3209 * continue. We don't care about the logic below - if you have
2988 * shield equipped and try to equip another shield, there is only 3210 * shield equipped and try to equip another shield, there is only
2989 * one choice. However, the check for the number of body locations 3211 * one choice. However, the check for the number of body locations
2990 * does take into the account cases where what is being applied 3212 * does take into the account cases where what is being applied
2991 * may be two handed for example. 3213 * may be two handed for example.
2992 */ 3214 */
2993 if (ws) { 3215 if (ws)
3216 {
2994 if ((who->body_used[i] - ws->body_info[i] + op->body_info[i]) >=0) { 3217 if ((who->body_used[i] - ws->body_info[i] + op->body_info[i]) >= 0)
2995 retval |= CAN_APPLY_UNAPPLY; 3218 {
2996 continue; 3219 retval |= CAN_APPLY_UNAPPLY;
2997 } 3220 continue;
2998 } 3221 }
3222 }
2999 3223
3000 tmp1 = get_item_from_body_location(who->inv, i); 3224 tmp1 = get_item_from_body_location (who->inv, i);
3001 if (!tmp1) { 3225 if (!tmp1)
3226 {
3002#if 0 3227#if 0
3003 /* This is sort of an error, but happens a lot when old players 3228 /* This is sort of an error, but happens a lot when old players
3004 * join in with more stuff equipped than they are now allowed. 3229 * join in with more stuff equipped than they are now allowed.
3005 */ 3230 */
3006 LOG(llevError,"Can't find object using location %d on %s\n", 3231 LOG (llevError, "Can't find object using location %d on %s\n", i, who->name);
3007 i, who->name);
3008#endif 3232#endif
3009 retval |= CAN_APPLY_NEVER; 3233 retval |= CAN_APPLY_NEVER;
3010 } else { 3234 }
3235 else
3236 {
3011 /* need to unapply something. However, if this something 3237 /* need to unapply something. However, if this something
3012 * is different than we had found before, it means they need 3238 * is different than we had found before, it means they need
3013 * to apply multiple objects 3239 * to apply multiple objects
3014 */ 3240 */
3015 retval |= CAN_APPLY_UNAPPLY; 3241 retval |= CAN_APPLY_UNAPPLY;
3016 if (!tmp) tmp = tmp1; 3242 if (!tmp)
3017 else if (tmp != tmp1) { 3243 tmp = tmp1;
3018 retval |= CAN_APPLY_UNAPPLY_MULT; 3244 else if (tmp != tmp1)
3019 } 3245 {
3246 retval |= CAN_APPLY_UNAPPLY_MULT;
3247 }
3020 /* This object isn't using up all the slots, so there must 3248 /* This object isn't using up all the slots, so there must
3021 * be another. If so, and it the new item doesn't need all 3249 * be another. If so, and it the new item doesn't need all
3022 * the slots, the player then has a choice. 3250 * the slots, the player then has a choice.
3023 */ 3251 */
3024 if (((who->body_used[i] - tmp1->body_info[i]) != who->body_info[i]) && 3252 if (((who->body_used[i] - tmp1->body_info[i]) != who->body_info[i]) && (FABS (op->body_info[i]) < who->body_info[i]))
3025 (FABS(op->body_info[i]) < who->body_info[i]))
3026 retval |= CAN_APPLY_UNAPPLY_CHOICE; 3253 retval |= CAN_APPLY_UNAPPLY_CHOICE;
3027 3254
3028 /* Does unequippint 'tmp1' free up enough slots for this to be 3255 /* Does unequippint 'tmp1' free up enough slots for this to be
3029 * equipped? If not, there must be something else to unapply. 3256 * equipped? If not, there must be something else to unapply.
3030 */ 3257 */
3031 if ((who->body_used[i] + op->body_info[i] - tmp1->body_info[i]) < 0) 3258 if ((who->body_used[i] + op->body_info[i] - tmp1->body_info[i]) < 0)
3032 retval |= CAN_APPLY_UNAPPLY_MULT; 3259 retval |= CAN_APPLY_UNAPPLY_MULT;
3033 3260
3034 } 3261 }
3035 } /* if not enough free slots */ 3262 } /* if not enough free slots */
3036 } /* if this object uses location i */ 3263 } /* if this object uses location i */
3037 } /* for i -> num_body_locations loop */ 3264 } /* for i -> num_body_locations loop */
3038 3265
3039 /* Note that we don't check for FLAG_USE_ARMOUR - that should 3266 /* Note that we don't check for FLAG_USE_ARMOUR - that should
3040 * really be controlled by use of body locations. We do have 3267 * really be controlled by use of body locations. We do have
3041 * the weapon/shield checks, and the range checks for monsters, 3268 * the weapon/shield checks, and the range checks for monsters,
3042 * because you can't control those just by body location - bows, shields, 3269 * because you can't control those just by body location - bows, shields,
3043 * and weapons all use the same slot. Similar for horn/rod/wand - they 3270 * and weapons all use the same slot. Similar for horn/rod/wand - they
3044 * all use the same location. 3271 * all use the same location.
3045 */ 3272 */
3046 if (op->type == WEAPON && !QUERY_FLAG(who,FLAG_USE_WEAPON)) 3273 if (op->type == WEAPON && !QUERY_FLAG (who, FLAG_USE_WEAPON))
3047 retval |= CAN_APPLY_RESTRICTION;
3048 if (op->type == SHIELD && !QUERY_FLAG(who,FLAG_USE_SHIELD))
3049 retval |= CAN_APPLY_RESTRICTION;
3050
3051
3052 if (who->type != PLAYER) {
3053 if ((op->type == WAND || op->type == HORN || op->type==ROD)
3054 && !QUERY_FLAG(who, FLAG_USE_RANGE))
3055 retval |= CAN_APPLY_RESTRICTION;
3056 if (op->type == BOW && !QUERY_FLAG(who, FLAG_USE_BOW))
3057 retval |= CAN_APPLY_RESTRICTION; 3274 retval |= CAN_APPLY_RESTRICTION;
3058 if (op->type == RING && !QUERY_FLAG(who, FLAG_USE_RING)) 3275 if (op->type == SHIELD && !QUERY_FLAG (who, FLAG_USE_SHIELD))
3059 retval |= CAN_APPLY_RESTRICTION; 3276 retval |= CAN_APPLY_RESTRICTION;
3060 if (op->type == BOW && !QUERY_FLAG(who, FLAG_USE_BOW)) 3277
3278
3279 if (who->type != PLAYER)
3280 {
3281 if ((op->type == WAND || op->type == HORN || op->type == ROD) && !QUERY_FLAG (who, FLAG_USE_RANGE))
3061 retval |= CAN_APPLY_RESTRICTION; 3282 retval |= CAN_APPLY_RESTRICTION;
3283 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW))
3284 retval |= CAN_APPLY_RESTRICTION;
3285 if (op->type == RING && !QUERY_FLAG (who, FLAG_USE_RING))
3286 retval |= CAN_APPLY_RESTRICTION;
3287 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW))
3288 retval |= CAN_APPLY_RESTRICTION;
3062 } 3289 }
3063 return retval; 3290 return retval;
3064} 3291}
3065 3292
3066 3293
3067 3294
3068/** 3295/**
3069 * who is the object using the object. It can be a monster. 3296 * who is the object using the object. It can be a monster.
3070 * op is the object they are using. op is an equipment type item, 3297 * op is the object they are using. op is an equipment type item,
3071 * eg, one which you put on and keep on for a while, and not something 3298 * eg, one which you put on and keep on for a while, and not something
3085 * 3312 *
3086 * Usage example: apply_special (who, op, AP_UNAPPLY | AP_IGNORE_CURSE) 3313 * Usage example: apply_special (who, op, AP_UNAPPLY | AP_IGNORE_CURSE)
3087 * 3314 *
3088 * apply_special() doesn't check for unpaid items. 3315 * apply_special() doesn't check for unpaid items.
3089 */ 3316 */
3317int
3090int apply_special (object *who, object *op, int aflags) 3318apply_special (object *who, object *op, int aflags)
3091{ 3319{
3092 int basic_flag = aflags & AP_BASIC_FLAGS; 3320 int basic_flag = aflags & AP_BASIC_FLAGS;
3093 object *tmp, *tmp2, *skop=NULL; 3321 object *tmp, *tmp2, *skop = NULL;
3094 int i; 3322 int i;
3095 3323
3096 if(who==NULL) { 3324 if (who == NULL)
3325 {
3097 LOG(llevError,"apply_special() from object without environment.\n"); 3326 LOG (llevError, "apply_special() from object without environment.\n");
3098 return 1; 3327 return 1;
3099 } 3328 }
3100 3329
3101 if(op->env!=who) 3330 if (op->env != who)
3102 return 1; /* op is not in inventory */ 3331 return 1; /* op is not in inventory */
3103 3332
3104 /* trying to unequip op */ 3333 /* trying to unequip op */
3105 if (QUERY_FLAG(op,FLAG_APPLIED)) { 3334 if (QUERY_FLAG (op, FLAG_APPLIED))
3335 {
3106 /* always apply, so no reason to unapply */ 3336 /* always apply, so no reason to unapply */
3107 if (basic_flag == AP_APPLY) return 0; 3337 if (basic_flag == AP_APPLY)
3338 return 0;
3108 3339
3109 if ( ! (aflags & AP_IGNORE_CURSE) 3340 if (!(aflags & AP_IGNORE_CURSE) && (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)))
3110 && (QUERY_FLAG(op, FLAG_CURSED) || QUERY_FLAG(op, FLAG_DAMNED))) { 3341 {
3111 new_draw_info_format(NDI_UNIQUE, 0, who, 3342 new_draw_info_format (NDI_UNIQUE, 0, who, "No matter how hard you try, you just can't\nremove %s.", query_name (op));
3112 "No matter how hard you try, you just can't\nremove %s.",
3113 query_name(op));
3114 return 1; 3343 return 1;
3115 } 3344 }
3116 return unapply_special(who, op, aflags); 3345 return unapply_special (who, op, aflags);
3117 } 3346 }
3118 3347
3119 if (basic_flag == AP_UNAPPLY) return 0; 3348 if (basic_flag == AP_UNAPPLY)
3349 return 0;
3120 3350
3121 i = can_apply_object(who, op); 3351 i = can_apply_object (who, op);
3122 3352
3123 /* Can't just apply this object. Lets see what not and what to do */ 3353 /* Can't just apply this object. Lets see what not and what to do */
3124 if (i) { 3354 if (i)
3355 {
3125 if (i & CAN_APPLY_NEVER) { 3356 if (i & CAN_APPLY_NEVER)
3357 {
3126 new_draw_info_format(NDI_UNIQUE, 0, who, "You don't have the body to use a %s\n", query_name(op)); 3358 new_draw_info_format (NDI_UNIQUE, 0, who, "You don't have the body to use a %s\n", query_name (op));
3127 return 1; 3359 return 1;
3360 }
3128 } else if (i & CAN_APPLY_RESTRICTION) { 3361 else if (i & CAN_APPLY_RESTRICTION)
3362 {
3129 new_draw_info_format(NDI_UNIQUE, 0, who, "You have a prohibition against using a %s\n", query_name(op)); 3363 new_draw_info_format (NDI_UNIQUE, 0, who, "You have a prohibition against using a %s\n", query_name (op));
3130 return 1; 3364 return 1;
3131 } 3365 }
3132 if (who->type != PLAYER) { 3366 if (who->type != PLAYER)
3367 {
3133 /* Some error, so don't try to equip something more */ 3368 /* Some error, so don't try to equip something more */
3134 if (unapply_for_ob(who, op, aflags)) return 1; 3369 if (unapply_for_ob (who, op, aflags))
3135 } else { 3370 return 1;
3136 if (who->contr->unapply == unapply_never || 3371 }
3137 (i & CAN_APPLY_UNAPPLY_CHOICE && who->contr->unapply == unapply_nochoice)) { 3372 else
3373 {
3374 if (who->contr->unapply == unapply_never || (i & CAN_APPLY_UNAPPLY_CHOICE && who->contr->unapply == unapply_nochoice))
3375 {
3138 new_draw_info(NDI_UNIQUE, 0, who, "You need to unapply some item(s):"); 3376 new_draw_info (NDI_UNIQUE, 0, who, "You need to unapply some item(s):");
3139 unapply_for_ob(who, op, AP_PRINT); 3377 unapply_for_ob (who, op, AP_PRINT);
3140 return 1; 3378 return 1;
3141 } 3379 }
3142 else if (who->contr->unapply == unapply_always || !(i & CAN_APPLY_UNAPPLY_CHOICE)) { 3380 else if (who->contr->unapply == unapply_always || !(i & CAN_APPLY_UNAPPLY_CHOICE))
3381 {
3143 i = unapply_for_ob(who, op, aflags); 3382 i = unapply_for_ob (who, op, aflags);
3144 if (i) return 1; 3383 if (i)
3384 return 1;
3385 }
3386 }
3145 } 3387 }
3146 }
3147 }
3148 if (op->skill && op->type != SKILL && op->type != SKILL_TOOL) { 3388 if (op->skill && op->type != SKILL && op->type != SKILL_TOOL)
3389 {
3149 skop=find_skill_by_name(who, op->skill); 3390 skop = find_skill_by_name (who, op->skill);
3150 if (!skop) { 3391 if (!skop)
3392 {
3151 new_draw_info_format(NDI_UNIQUE, 0, who, "You need the %s skill to use this item!", op->skill); 3393 new_draw_info_format (NDI_UNIQUE, 0, who, "You need the %s skill to use this item!", &op->skill);
3152 return 1; 3394 return 1;
3153 } else { 3395 }
3396 else
3397 {
3154 /* While experience will be credited properly, we want to change the 3398 /* While experience will be credited properly, we want to change the
3155 * skill so that the dam and wc get updated 3399 * skill so that the dam and wc get updated
3156 */ 3400 */
3157 change_skill(who, skop, 0); 3401 change_skill (who, skop, 0);
3158 } 3402 }
3403 }
3404
3405 if (who->type == PLAYER && op->item_power && (op->item_power + who->contr->item_power) > (settings.item_power_factor * who->level))
3159 } 3406 {
3160
3161 if (who->type == PLAYER && op->item_power &&
3162 (op->item_power + who->contr->item_power) > (settings.item_power_factor * who->level)) {
3163 new_draw_info(NDI_UNIQUE, 0, who, "Equipping that combined with other items would consume your soul!"); 3407 new_draw_info (NDI_UNIQUE, 0, who, "Equipping that combined with other items would consume your soul!");
3164 return 1; 3408 return 1;
3165 } 3409 }
3166
3167 3410
3411
3168 /* Ok. We are now at the state where we can apply the new object. 3412 /* Ok. We are now at the state where we can apply the new object.
3169 * Note that we don't have the checks for can_use_... 3413 * Note that we don't have the checks for can_use_...
3170 * below - that is already taken care of by can_apply_object. 3414 * below - that is already taken care of by can_apply_object.
3171 */ 3415 */
3172
3173 3416
3417
3174 if(op->nrof > 1) 3418 if (op->nrof > 1)
3175 tmp = get_split_ob(op,op->nrof - 1); 3419 tmp = get_split_ob (op, op->nrof - 1);
3176 else 3420 else
3177 tmp = NULL; 3421 tmp = NULL;
3178 3422
3179 if (INVOKE_OBJECT (BE_READY, op, ARG_OBJECT (who)) 3423 if (INVOKE_OBJECT (BE_READY, op, ARG_OBJECT (who)) || INVOKE_OBJECT (READY, who, ARG_OBJECT (op)))
3180 || INVOKE_OBJECT (READY, who, ARG_OBJECT (op)))
3181 return RESULT_INT (0); 3424 return RESULT_INT (0);
3182 3425
3183 switch(op->type) { 3426 switch (op->type)
3427 {
3184 case WEAPON: 3428 case WEAPON:
3185 if (!check_weapon_power(who, op->last_eat)) { 3429 if (!check_weapon_power (who, op->last_eat))
3186 new_draw_info(NDI_UNIQUE, 0,who, 3430 {
3187 "That weapon is too powerful for you to use."); 3431 new_draw_info (NDI_UNIQUE, 0, who, "That weapon is too powerful for you to use.");
3188 new_draw_info(NDI_UNIQUE, 0, who, "It would consume your soul!."); 3432 new_draw_info (NDI_UNIQUE, 0, who, "It would consume your soul!.");
3189 if(tmp!=NULL) 3433 if (tmp != NULL)
3190 (void) insert_ob_in_ob(tmp,who); 3434 (void) insert_ob_in_ob (tmp, who);
3191 return 1; 3435 return 1;
3192 } 3436 }
3193 if( op->level && (strncmp(op->name,who->name,strlen(who->name)))) { 3437 if (op->level && (strncmp (op->name, who->name, strlen (who->name))))
3438 {
3194 /* if the weapon does not have the name as the character, can't use it. */ 3439 /* if the weapon does not have the name as the character, can't use it. */
3195 /* (Ragnarok's sword attempted to be used by Foo: won't work) */ 3440 /* (Ragnarok's sword attempted to be used by Foo: won't work) */
3196 new_draw_info(NDI_UNIQUE, 0,who,"The weapon does not recognize you as its owner."); 3441 new_draw_info (NDI_UNIQUE, 0, who, "The weapon does not recognize you as its owner.");
3197 if(tmp!=NULL) 3442 if (tmp != NULL)
3198 (void) insert_ob_in_ob(tmp,who); 3443 (void) insert_ob_in_ob (tmp, who);
3199 return 1; 3444 return 1;
3200 } 3445 }
3201 SET_FLAG(op, FLAG_APPLIED); 3446 SET_FLAG (op, FLAG_APPLIED);
3202 3447
3203 if (skop) change_skill(who, skop, 1); 3448 if (skop)
3449 change_skill (who, skop, 1);
3204 if(!QUERY_FLAG(who,FLAG_READY_WEAPON)) 3450 if (!QUERY_FLAG (who, FLAG_READY_WEAPON))
3205 SET_FLAG(who, FLAG_READY_WEAPON); 3451 SET_FLAG (who, FLAG_READY_WEAPON);
3206 3452
3207 new_draw_info_format(NDI_UNIQUE, 0, who, "You wield %s.",query_name(op)); 3453 new_draw_info_format (NDI_UNIQUE, 0, who, "You wield %s.", query_name (op));
3208 3454
3209 (void) change_abil (who,op); 3455 (void) change_abil (who, op);
3210 break; 3456 break;
3211 3457
3212 case ARMOUR: 3458 case ARMOUR:
3213 case HELMET: 3459 case HELMET:
3214 case SHIELD: 3460 case SHIELD:
3215 case BOOTS: 3461 case BOOTS:
3216 case GLOVES: 3462 case GLOVES:
3217 case GIRDLE: 3463 case GIRDLE:
3218 case BRACERS: 3464 case BRACERS:
3219 case CLOAK: 3465 case CLOAK:
3220 case RING: 3466 case RING:
3221 case AMULET: 3467 case AMULET:
3222 SET_FLAG(op, FLAG_APPLIED); 3468 SET_FLAG (op, FLAG_APPLIED);
3223 new_draw_info_format(NDI_UNIQUE, 0, who, "You wear %s.",query_name(op)); 3469 new_draw_info_format (NDI_UNIQUE, 0, who, "You wear %s.", query_name (op));
3224 (void) change_abil (who,op); 3470 (void) change_abil (who, op);
3225 break; 3471 break;
3226 case LAMP: 3472 case LAMP:
3227 if (op->stats.food < 1) { 3473 if (op->stats.food < 1)
3474 {
3228 new_draw_info_format(NDI_UNIQUE, 0, who, "Your %s is out of" 3475 new_draw_info_format (NDI_UNIQUE, 0, who, "Your %s is out of" " fuel!", &op->name);
3229 " fuel!", op->name); 3476 return 1;
3230 return 1; 3477 }
3231 }
3232 new_draw_info_format(NDI_UNIQUE, 0, who, "You turn on your %s.", 3478 new_draw_info_format (NDI_UNIQUE, 0, who, "You turn on your %s.", &op->name);
3233 op->name);
3234 tmp2 = arch_to_object(op->other_arch); 3479 tmp2 = arch_to_object (op->other_arch);
3235 tmp2->stats.food = op->stats.food; 3480 tmp2->stats.food = op->stats.food;
3236 SET_FLAG(tmp2, FLAG_APPLIED); 3481 SET_FLAG (tmp2, FLAG_APPLIED);
3237 if (QUERY_FLAG(op, FLAG_INV_LOCKED)) 3482 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
3238 SET_FLAG(tmp2, FLAG_INV_LOCKED); 3483 SET_FLAG (tmp2, FLAG_INV_LOCKED);
3239 insert_ob_in_ob(tmp2, who); 3484 insert_ob_in_ob (tmp2, who);
3240 3485
3241 /* Remove the old lantern */ 3486 /* Remove the old lantern */
3242 if (who->type == PLAYER) 3487 if (who->type == PLAYER)
3243 esrv_del_item(who->contr, (tag_t)op->count); 3488 esrv_del_item (who->contr, op->count);
3244 remove_ob(op);
3245 free_object(op);
3246 3489
3490 op->destroy ();
3491
3247 /* insert the portion that was split off */ 3492 /* insert the portion that was split off */
3248 if(tmp!=NULL) { 3493 if (tmp != NULL)
3494 {
3249 (void) insert_ob_in_ob(tmp,who); 3495 (void) insert_ob_in_ob (tmp, who);
3250 if(who->type==PLAYER) 3496 if (who->type == PLAYER)
3251 esrv_send_item(who, tmp); 3497 esrv_send_item (who, tmp);
3252 } 3498 }
3253 fix_player(who); 3499 fix_player (who);
3254 if (QUERY_FLAG(op, FLAG_CURSED) || QUERY_FLAG(op, FLAG_DAMNED)) { 3500 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
3501 {
3255 if (who->type == PLAYER) { 3502 if (who->type == PLAYER)
3503 {
3256 new_draw_info(NDI_UNIQUE, 0,who, "Oops, it feels deadly cold!"); 3504 new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!");
3257 SET_FLAG(tmp2, FLAG_KNOWN_CURSED); 3505 SET_FLAG (tmp2, FLAG_KNOWN_CURSED);
3258 } 3506 }
3259 } 3507 }
3260 if(who->type==PLAYER) 3508 if (who->type == PLAYER)
3261 esrv_send_item(who, tmp2); 3509 esrv_send_item (who, tmp2);
3262 return 0; 3510 return 0;
3263 break; 3511 break;
3264 3512
3265 /* this part is needed for skill-tools */ 3513 /* this part is needed for skill-tools */
3266 case SKILL: 3514 case SKILL:
3267 case SKILL_TOOL: 3515 case SKILL_TOOL:
3268 if (who->chosen_skill) { 3516 if (who->chosen_skill)
3517 {
3269 LOG (llevError, "BUG: apply_special(): can't apply two skills\n"); 3518 LOG (llevError, "BUG: apply_special(): can't apply two skills\n");
3270 return 1; 3519 return 1;
3271 } 3520 }
3272 if (who->type == PLAYER) { 3521 if (who->type == PLAYER)
3522 {
3273 who->contr->shoottype = range_skill; 3523 who->contr->shoottype = range_skill;
3274 who->contr->ranges[range_skill] = op; 3524 who->contr->ranges[range_skill] = op;
3275 if ( ! op->invisible) { 3525 if (!op->invisible)
3526 {
3276 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.", 3527 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.", query_name (op));
3277 query_name (op)); 3528 new_draw_info_format (NDI_UNIQUE, 0, who, "You can now use the skill: %s.", &op->skill);
3278 new_draw_info_format (NDI_UNIQUE, 0, who, 3529 }
3279 "You can now use the skill: %s.", 3530 else
3280 op->skill); 3531 {
3281 } else { 3532 new_draw_info_format (NDI_UNIQUE, 0, who, "Readied skill: %s.", op->skill ? &op->skill : &op->name);
3282 new_draw_info_format (NDI_UNIQUE, 0, who, "Readied skill: %s.", 3533 }
3283 op->skill? op->skill:op->name); 3534 }
3284 }
3285 }
3286 SET_FLAG (op, FLAG_APPLIED); 3535 SET_FLAG (op, FLAG_APPLIED);
3287 (void) change_abil (who, op); 3536 (void) change_abil (who, op);
3288 who->chosen_skill = op; 3537 who->chosen_skill = op;
3289 SET_FLAG (who, FLAG_READY_SKILL); 3538 SET_FLAG (who, FLAG_READY_SKILL);
3290 break; 3539 break;
3291 3540
3292 case BOW: 3541 case BOW:
3293 if (!check_weapon_power(who, op->last_eat)) { 3542 if (!check_weapon_power (who, op->last_eat))
3294 new_draw_info(NDI_UNIQUE, 0, who, 3543 {
3295 "That item is too powerful for you to use."); 3544 new_draw_info (NDI_UNIQUE, 0, who, "That item is too powerful for you to use.");
3296 new_draw_info(NDI_UNIQUE, 0, who, "It would consume your soul!."); 3545 new_draw_info (NDI_UNIQUE, 0, who, "It would consume your soul!.");
3297 if(tmp != NULL) 3546 if (tmp != NULL)
3298 (void)insert_ob_in_ob(tmp,who); 3547 (void) insert_ob_in_ob (tmp, who);
3299 return 1; 3548 return 1;
3300 } 3549 }
3301 if( op->level && (strncmp(op->name,who->name,strlen(who->name)))) { 3550 if (op->level && (strncmp (op->name, who->name, strlen (who->name))))
3302 new_draw_info(NDI_UNIQUE, 0, who, 3551 {
3303 "The weapon does not recognize you as its owner."); 3552 new_draw_info (NDI_UNIQUE, 0, who, "The weapon does not recognize you as its owner.");
3304 if(tmp != NULL) 3553 if (tmp != NULL)
3305 (void)insert_ob_in_ob(tmp,who); 3554 (void) insert_ob_in_ob (tmp, who);
3306 return 1; 3555 return 1;
3307 } 3556 }
3308 /*FALLTHROUGH*/ 3557 /*FALLTHROUGH*/ case WAND:
3309 case WAND: 3558 case ROD:
3310 case ROD: 3559 case HORN:
3311 case HORN:
3312 /* check for skill, alter player status */ 3560 /* check for skill, alter player status */
3313 SET_FLAG(op, FLAG_APPLIED); 3561 SET_FLAG (op, FLAG_APPLIED);
3314 if (skop) change_skill(who, skop, 0); 3562 if (skop)
3563 change_skill (who, skop, 0);
3315 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.", query_name(op)); 3564 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.", query_name (op));
3316 3565
3317 if(who->type==PLAYER) { 3566 if (who->type == PLAYER)
3318 if (op->type == BOW) { 3567 {
3568 if (op->type == BOW)
3569 {
3319 (void)change_abil(who, op); 3570 (void) change_abil (who, op);
3320 new_draw_info_format (NDI_UNIQUE, 0, who, 3571 new_draw_info_format (NDI_UNIQUE, 0, who,
3321 "You will now fire %s with %s.", 3572 "You will now fire %s with %s.", op->race ? &op->race : "nothing", query_name (op));
3322 op->race ? op->race : "nothing", query_name(op));
3323 who->contr->shoottype = range_bow; 3573 who->contr->shoottype = range_bow;
3324 } else { 3574 }
3575 else
3576 {
3325 who->contr->shoottype = range_misc; 3577 who->contr->shoottype = range_misc;
3326 } 3578 }
3327 } else { 3579 }
3328 if (op->type == BOW) 3580 else
3581 {
3582 if (op->type == BOW)
3329 SET_FLAG (who, FLAG_READY_BOW); 3583 SET_FLAG (who, FLAG_READY_BOW);
3330 else 3584 else
3331 SET_FLAG (who, FLAG_READY_RANGE); 3585 SET_FLAG (who, FLAG_READY_RANGE);
3332 } 3586 }
3333 break; 3587 break;
3334 3588
3335 case BUILDER: 3589 case BUILDER:
3336 if ( who->contr->ranges[ range_builder ] ) 3590 if (who->contr->ranges[range_builder])
3337 unapply_special( who, who->contr->ranges[ range_builder ], 0 ); 3591 unapply_special (who, who->contr->ranges[range_builder], 0);
3338 who->contr->shoottype = range_builder; 3592 who->contr->shoottype = range_builder;
3339 who->contr->ranges[ range_builder ] = op; 3593 who->contr->ranges[range_builder] = op;
3340 new_draw_info_format( NDI_UNIQUE, 0, who, "You ready your %s.", query_name( op ) ); 3594 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready your %s.", query_name (op));
3341 break; 3595 break;
3342 3596
3343 default: 3597 default:
3344 new_draw_info_format(NDI_UNIQUE, 0, who, "You apply %s.",query_name(op)); 3598 new_draw_info_format (NDI_UNIQUE, 0, who, "You apply %s.", query_name (op));
3345 } /* end of switch op->type */ 3599 } /* end of switch op->type */
3346 3600
3347 SET_FLAG(op, FLAG_APPLIED); 3601 SET_FLAG (op, FLAG_APPLIED);
3348 3602
3349 if(tmp!=NULL) 3603 if (tmp != NULL)
3350 tmp = insert_ob_in_ob(tmp,who); 3604 tmp = insert_ob_in_ob (tmp, who);
3351 3605
3352 fix_player(who); 3606 fix_player (who);
3353 3607
3354 /* We exclude spell casting objects. The fire code will set the 3608 /* We exclude spell casting objects. The fire code will set the
3355 * been applied flag when they are used - until that point, 3609 * been applied flag when they are used - until that point,
3356 * you don't know anything about them. 3610 * you don't know anything about them.
3357 */ 3611 */
3358 if (who->type == PLAYER && op->type!=WAND && op->type!=HORN && 3612 if (who->type == PLAYER && op->type != WAND && op->type != HORN && op->type != ROD)
3359 op->type!=ROD)
3360 SET_FLAG(op,FLAG_BEEN_APPLIED); 3613 SET_FLAG (op, FLAG_BEEN_APPLIED);
3361 3614
3362 if (QUERY_FLAG(op, FLAG_CURSED) || QUERY_FLAG(op, FLAG_DAMNED)) { 3615 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
3616 {
3363 if (who->type == PLAYER) { 3617 if (who->type == PLAYER)
3618 {
3364 new_draw_info(NDI_UNIQUE, 0,who, "Oops, it feels deadly cold!"); 3619 new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!");
3365 SET_FLAG(op,FLAG_KNOWN_CURSED); 3620 SET_FLAG (op, FLAG_KNOWN_CURSED);
3366 } 3621 }
3367 } 3622 }
3368 if(who->type==PLAYER) { 3623 if (who->type == PLAYER)
3624 {
3369 /* if multiple objects were applied, update both slots */ 3625 /* if multiple objects were applied, update both slots */
3370 if (tmp) 3626 if (tmp)
3371 esrv_send_item(who, tmp); 3627 esrv_send_item (who, tmp);
3372 esrv_send_item(who, op); 3628 esrv_send_item (who, op);
3373 } 3629 }
3374 return 0; 3630 return 0;
3375} 3631}
3376 3632
3377 3633
3634int
3378int monster_apply_special (object *who, object *op, int aflags) 3635monster_apply_special (object *who, object *op, int aflags)
3379{ 3636{
3380 if (QUERY_FLAG (op, FLAG_UNPAID) && ! QUERY_FLAG (op, FLAG_APPLIED)) 3637 if (QUERY_FLAG (op, FLAG_UNPAID) && !QUERY_FLAG (op, FLAG_APPLIED))
3381 return 1; 3638 return 1;
3382 return apply_special (who, op, aflags); 3639 return apply_special (who, op, aflags);
3383} 3640}
3384 3641
3385/** 3642/**
3386 * Map was just loaded, handle op's initialisation. 3643 * Map was just loaded, handle op's initialisation.
3387 * 3644 *
3388 * Generates shop floor's item, and treasures. 3645 * Generates shop floor's item, and treasures.
3389 */ 3646 */
3647int
3390int auto_apply (object *op) { 3648auto_apply (object *op)
3649{
3391 object *tmp = NULL, *tmp2; 3650 object *tmp = NULL, *tmp2;
3392 int i; 3651 int i;
3393 3652
3394 switch(op->type) { 3653 switch (op->type)
3654 {
3395 case SHOP_FLOOR: 3655 case SHOP_FLOOR:
3396 if (!HAS_RANDOM_ITEMS(op)) return 0; 3656 if (!HAS_RANDOM_ITEMS (op))
3397 do { 3657 return 0;
3398 i=10; /* let's give it 10 tries */ 3658
3659 do
3660 {
3661 i = 10; /* let's give it 10 tries */
3399 while((tmp=generate_treasure(op->randomitems, 3662 while ((tmp = generate_treasure (op->randomitems,
3400 op->stats.exp?(int)op->stats.exp:MAX(op->map->difficulty, 5)))==NULL&&--i); 3663 op->stats.exp ? (int) op->stats.exp : MAX (op->map->difficulty, 5))) == NULL && --i);
3401 if(tmp==NULL) 3664 if (tmp == NULL)
3402 return 0; 3665 return 0;
3403 if(QUERY_FLAG(tmp, FLAG_CURSED) || QUERY_FLAG(tmp, FLAG_DAMNED)) { 3666 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
3404 free_object(tmp); 3667 {
3405 tmp = NULL; 3668 tmp->destroy ();
3406 } 3669 tmp = NULL;
3407 } while(!tmp); 3670 }
3671 }
3672 while (!tmp);
3673
3408 tmp->x=op->x; 3674 tmp->x = op->x;
3409 tmp->y=op->y; 3675 tmp->y = op->y;
3410 SET_FLAG(tmp,FLAG_UNPAID); 3676 SET_FLAG (tmp, FLAG_UNPAID);
3411 insert_ob_in_map(tmp,op->map,NULL,0); 3677 insert_ob_in_map (tmp, op->map, NULL, 0);
3412 CLEAR_FLAG(op,FLAG_AUTO_APPLY); 3678 CLEAR_FLAG (op, FLAG_AUTO_APPLY);
3413 identify(tmp); 3679 identify (tmp);
3414 break; 3680 break;
3415 3681
3416 case TREASURE: 3682 case TREASURE:
3417 if (QUERY_FLAG(op,FLAG_IS_A_TEMPLATE)) 3683 if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
3418 return 0; 3684 return 0;
3685
3419 while ((op->stats.hp--)>0) 3686 while ((op->stats.hp--) > 0)
3420 create_treasure(op->randomitems, op, op->map?GT_ENVIRONMENT:0, 3687 create_treasure (op->randomitems, op, op->map ? GT_ENVIRONMENT : 0,
3421 op->stats.exp ? (int)op->stats.exp : 3688 op->stats.exp ? (int) op->stats.exp : op->map == NULL ? 14 : op->map->difficulty, 0);
3422 op->map == NULL ? 14: op->map->difficulty,0);
3423 3689
3424 /* If we generated an object and put it in this object inventory, 3690 /* If we generated an object and put it in this object inventory,
3425 * move it to the parent object as the current object is about 3691 * move it to the parent object as the current object is about
3426 * to disappear. An example of this item is the random_* stuff 3692 * to disappear. An example of this item is the random_* stuff
3427 * that is put inside other objects. 3693 * that is put inside other objects.
3428 */ 3694 */
3429 for (tmp=op->inv; tmp; tmp=tmp2) { 3695 for (tmp = op->inv; tmp; tmp = tmp2)
3430 tmp2 = tmp->below; 3696 {
3431 remove_ob(tmp); 3697 tmp2 = tmp->below;
3432 if (op->env) insert_ob_in_ob(tmp, op->env); 3698 tmp->remove ();
3433 else free_object(tmp); 3699
3700 if (op->env)
3701 insert_ob_in_ob (tmp, op->env);
3702 else
3703 tmp->destroy ();
3704 }
3705
3706 op->destroy ();
3707 break;
3434 } 3708 }
3435 remove_ob(op);
3436 free_object(op);
3437 break;
3438 }
3439 return tmp ? 1 : 0; 3709 return tmp ? 1 : 0;
3440} 3710}
3441 3711
3442/** 3712/**
3443 * fix_auto_apply goes through the entire map (only the first time 3713 * fix_auto_apply goes through the entire map (only the first time
3444 * when an original map is loaded) and performs special actions for 3714 * when an original map is loaded) and performs special actions for
3445 * certain objects (most initialization of chests and creation of 3715 * certain objects (most initialization of chests and creation of
3446 * treasures and stuff). Calls auto_apply if appropriate. 3716 * treasures and stuff). Calls auto_apply if appropriate.
3447 */ 3717 */
3448 3718void
3449void fix_auto_apply(mapstruct *m) { 3719fix_auto_apply (maptile *m)
3720{
3450 object *tmp,*above=NULL; 3721 object *tmp, *above = NULL;
3451 int x,y; 3722 int x, y;
3452 3723
3453 if(m==NULL) return; 3724 if (m == NULL)
3725 return;
3454 3726
3455 for(x=0;x<MAP_WIDTH(m);x++) 3727 for (x = 0; x < MAP_WIDTH (m); x++)
3456 for(y=0;y<MAP_HEIGHT(m);y++) 3728 for (y = 0; y < MAP_HEIGHT (m); y++)
3457 for(tmp=get_map_ob(m,x,y);tmp!=NULL;tmp=above) { 3729 for (tmp = get_map_ob (m, x, y); tmp != NULL; tmp = above)
3458 above=tmp->above; 3730 {
3731 above = tmp->above;
3459 3732
3460 if (tmp->inv) { 3733 if (tmp->inv)
3734 {
3461 object *invtmp, *invnext; 3735 object *invtmp, *invnext;
3462 3736
3463 for (invtmp=tmp->inv; invtmp != NULL; invtmp = invnext) { 3737 for (invtmp = tmp->inv; invtmp != NULL; invtmp = invnext)
3464 invnext = invtmp->below; 3738 {
3739 invnext = invtmp->below;
3465 3740
3466 if(QUERY_FLAG(invtmp,FLAG_AUTO_APPLY)) 3741 if (QUERY_FLAG (invtmp, FLAG_AUTO_APPLY))
3467 auto_apply(invtmp); 3742 auto_apply (invtmp);
3468 else if(invtmp->type==TREASURE && HAS_RANDOM_ITEMS(invtmp)) { 3743 else if (invtmp->type == TREASURE && HAS_RANDOM_ITEMS (invtmp))
3469 while ((invtmp->stats.hp--)>0) 3744 {
3470 create_treasure(invtmp->randomitems, invtmp, 0, 3745 while ((invtmp->stats.hp--) > 0)
3471 m->difficulty,0); 3746 create_treasure (invtmp->randomitems, invtmp, 0, m->difficulty, 0);
3472 invtmp->randomitems = NULL; 3747
3473 } 3748 invtmp->randomitems = NULL;
3474 else if (invtmp && invtmp->arch && 3749 }
3475 invtmp->type!=TREASURE && 3750 else if (invtmp && invtmp->arch
3476 invtmp->type != SPELL && 3751 && invtmp->type != TREASURE && invtmp->type != SPELL && invtmp->type != CLASS && HAS_RANDOM_ITEMS (invtmp))
3477 invtmp->type != CLASS && 3752 {
3478 HAS_RANDOM_ITEMS(invtmp)) { 3753 create_treasure (invtmp->randomitems, invtmp, 0, m->difficulty, 0);
3479 create_treasure(invtmp->randomitems, invtmp, 0,
3480 m->difficulty,0);
3481 /* Need to clear this so that we never try to create 3754 /* Need to clear this so that we never try to create
3482 * treasure again for this object 3755 * treasure again for this object
3483 */ 3756 */
3484 invtmp->randomitems = NULL; 3757 invtmp->randomitems = NULL;
3485 } 3758 }
3486 } 3759 }
3487 /* This is really temporary - the code at the bottom will 3760 /* This is really temporary - the code at the bottom will
3488 * also set randomitems to null. The problem is there are bunches 3761 * also set randomitems to null. The problem is there are bunches
3489 * of maps/players already out there with items that have spells 3762 * of maps/players already out there with items that have spells
3490 * which haven't had the randomitems set to null yet. 3763 * which haven't had the randomitems set to null yet.
3491 * MSW 2004-05-13 3764 * MSW 2004-05-13
3492 * 3765 *
3493 * And if it's a spellbook, it's better to set randomitems to NULL too, 3766 * And if it's a spellbook, it's better to set randomitems to NULL too,
3494 * else you get two spells in the book ^_- 3767 * else you get two spells in the book ^_-
3495 * Ryo 2004-08-16 3768 * Ryo 2004-08-16
3496 */ 3769 */
3497 if (tmp->type == WAND || tmp->type == ROD || tmp->type == SCROLL || 3770 if (tmp->type == WAND || tmp->type == ROD || tmp->type == SCROLL
3498 tmp->type == HORN || tmp->type == FIREWALL || tmp->type == POTION || 3771 || tmp->type == HORN || tmp->type == FIREWALL || tmp->type == POTION || tmp->type == ALTAR || tmp->type == SPELLBOOK)
3499 tmp->type == ALTAR || tmp->type == SPELLBOOK)
3500 tmp->randomitems = NULL; 3772 tmp->randomitems = NULL;
3501 3773
3502 } 3774 }
3503 3775
3504 if(QUERY_FLAG(tmp,FLAG_AUTO_APPLY)) 3776 if (QUERY_FLAG (tmp, FLAG_AUTO_APPLY))
3505 auto_apply(tmp); 3777 auto_apply (tmp);
3506 else if((tmp->type==TREASURE || (tmp->type==CONTAINER))&& HAS_RANDOM_ITEMS(tmp)) { 3778 else if ((tmp->type == TREASURE || (tmp->type == CONTAINER)) && HAS_RANDOM_ITEMS (tmp))
3779 {
3507 while ((tmp->stats.hp--)>0) 3780 while ((tmp->stats.hp--) > 0)
3508 create_treasure(tmp->randomitems, tmp, 0, 3781 create_treasure (tmp->randomitems, tmp, 0, m->difficulty, 0);
3509 m->difficulty,0);
3510 tmp->randomitems = NULL; 3782 tmp->randomitems = NULL;
3511 } 3783 }
3512 else if(tmp->type==TIMED_GATE) { 3784 else if (tmp->type == TIMED_GATE)
3785 {
3513 object *head = tmp->head != NULL ? tmp->head : tmp; 3786 object *head = tmp->head != NULL ? tmp->head : tmp;
3787
3514 if (QUERY_FLAG(head, FLAG_IS_LINKED)) { 3788 if (QUERY_FLAG (head, FLAG_IS_LINKED))
3515 tmp->speed = 0; 3789 {
3516 update_ob_speed(tmp); 3790 tmp->speed = 0;
3517 } 3791 update_ob_speed (tmp);
3518 } 3792 }
3793 }
3519 /* This function can be called everytime a map is loaded, even when 3794 /* This function can be called everytime a map is loaded, even when
3520 * swapping back in. As such, we don't want to create the treasure 3795 * swapping back in. As such, we don't want to create the treasure
3521 * over and ove again, so after we generate the treasure, blank out 3796 * over and ove again, so after we generate the treasure, blank out
3522 * randomitems so if it is swapped in again, it won't make anything. 3797 * randomitems so if it is swapped in again, it won't make anything.
3523 * This is a problem for the above objects, because they have counters 3798 * This is a problem for the above objects, because they have counters
3524 * which say how many times to make the treasure. 3799 * which say how many times to make the treasure.
3525 */ 3800 */
3526 else if(tmp && tmp->arch && tmp->type!=PLAYER && tmp->type!=TREASURE && 3801 else if (tmp && tmp->arch && tmp->type != PLAYER
3527 tmp->type != SPELL && tmp->type != PLAYER_CHANGER && tmp->type != CLASS && 3802 && tmp->type != TREASURE && tmp->type != SPELL
3528 HAS_RANDOM_ITEMS(tmp)) { 3803 && tmp->type != PLAYER_CHANGER && tmp->type != CLASS && HAS_RANDOM_ITEMS (tmp))
3804 {
3529 create_treasure(tmp->randomitems, tmp, GT_APPLY, 3805 create_treasure (tmp->randomitems, tmp, GT_APPLY, m->difficulty, 0);
3530 m->difficulty,0);
3531 tmp->randomitems = NULL; 3806 tmp->randomitems = NULL;
3532 } 3807 }
3533 } 3808 }
3534 3809
3535 for(x=0;x<MAP_WIDTH(m);x++) 3810 for (x = 0; x < MAP_WIDTH (m); x++)
3536 for(y=0;y<MAP_HEIGHT(m);y++) 3811 for (y = 0; y < MAP_HEIGHT (m); y++)
3537 for(tmp=get_map_ob(m,x,y);tmp!=NULL;tmp=tmp->above) 3812 for (tmp = get_map_ob (m, x, y); tmp != NULL; tmp = tmp->above)
3538 if (tmp->above &&
3539 (tmp->type == TRIGGER_BUTTON || tmp->type == TRIGGER_PEDESTAL)) 3813 if (tmp->above && (tmp->type == TRIGGER_BUTTON || tmp->type == TRIGGER_PEDESTAL))
3540 check_trigger (tmp, tmp->above); 3814 check_trigger (tmp, tmp->above);
3541} 3815}
3542 3816
3543/** 3817/**
3544 * Handles player eating food that temporarily changes status (resistances, stats). 3818 * Handles player eating food that temporarily changes status (resistances, stats).
3545 * This used to call cast_change_attr(), but 3819 * This used to call cast_change_attr(), but
3546 * that doesn't work with the new spell code. Since we know what 3820 * that doesn't work with the new spell code. Since we know what
3547 * the food changes, just grab a force and use that instead. 3821 * the food changes, just grab a force and use that instead.
3548 */ 3822 */
3549 3823
3824void
3550void eat_special_food(object *who, object *food) { 3825eat_special_food (object *who, object *food)
3826{
3551 object *force; 3827 object *force;
3552 int i, did_one=0; 3828 int i, did_one = 0;
3553 sint8 k; 3829 sint8 k;
3554 3830
3555 force = get_archetype(FORCE_NAME); 3831 force = get_archetype (FORCE_NAME);
3556 3832
3557 for (i=0; i < NUM_STATS; i++) { 3833 for (i = 0; i < NUM_STATS; i++)
3834 {
3558 k = get_attr_value(&food->stats, i); 3835 k = get_attr_value (&food->stats, i);
3559 if (k) { 3836 if (k)
3837 {
3560 set_attr_value(&force->stats, i, k); 3838 set_attr_value (&force->stats, i, k);
3561 did_one = 1; 3839 did_one = 1;
3562 } 3840 }
3563 } 3841 }
3564 3842
3565 /* check if we can protect the eater */ 3843 /* check if we can protect the eater */
3566 for (i=0; i<NROFATTACKS; i++) { 3844 for (i = 0; i < NROFATTACKS; i++)
3845 {
3567 if (food->resist[i]>0) { 3846 if (food->resist[i] > 0)
3847 {
3568 force->resist[i] = food->resist[i] / 2; 3848 force->resist[i] = food->resist[i] / 2;
3569 did_one = 1; 3849 did_one = 1;
3570 } 3850 }
3571 } 3851 }
3572 if (did_one) { 3852 if (did_one)
3853 {
3573 force->speed = 0.1; 3854 force->speed = 0.1;
3574 update_ob_speed(force); 3855 update_ob_speed (force);
3575 /* bigger morsel of food = longer effect time */ 3856 /* bigger morsel of food = longer effect time */
3576 force->stats.food = food->stats.food / 5; 3857 force->stats.food = food->stats.food / 5;
3577 SET_FLAG(force, FLAG_IS_USED_UP); 3858 SET_FLAG (force, FLAG_IS_USED_UP);
3578 SET_FLAG(force, FLAG_APPLIED); 3859 SET_FLAG (force, FLAG_APPLIED);
3579 change_abil(who, force); 3860 change_abil (who, force);
3580 insert_ob_in_ob(force, who); 3861 insert_ob_in_ob (force, who);
3581 } else {
3582 free_object(force);
3583 } 3862 }
3863 else
3864 force->destroy ();
3584 3865
3585 /* check for hp, sp change */ 3866 /* check for hp, sp change */
3586 if(food->stats.hp!=0) { 3867 if (food->stats.hp != 0)
3868 {
3587 if(QUERY_FLAG(food, FLAG_CURSED)) { 3869 if (QUERY_FLAG (food, FLAG_CURSED))
3870 {
3588 strcpy(who->contr->killer,food->name); 3871 strcpy (who->contr->killer, food->name);
3589 hit_player(who, food->stats.hp, food, AT_POISON, 1); 3872 hit_player (who, food->stats.hp, food, AT_POISON, 1);
3590 new_draw_info(NDI_UNIQUE, 0,who,"Eck!...that was poisonous!"); 3873 new_draw_info (NDI_UNIQUE, 0, who, "Eck!...that was poisonous!");
3591 } else { 3874 }
3875 else
3876 {
3592 if(food->stats.hp>0) 3877 if (food->stats.hp > 0)
3593 new_draw_info(NDI_UNIQUE, 0,who,"You begin to feel better."); 3878 new_draw_info (NDI_UNIQUE, 0, who, "You begin to feel better.");
3594 else 3879 else
3595 new_draw_info(NDI_UNIQUE, 0,who,"Eck!...that was poisonous!"); 3880 new_draw_info (NDI_UNIQUE, 0, who, "Eck!...that was poisonous!");
3596 who->stats.hp += food->stats.hp; 3881 who->stats.hp += food->stats.hp;
3597 } 3882 }
3598 } 3883 }
3599 if(food->stats.sp!=0) { 3884 if (food->stats.sp != 0)
3885 {
3600 if(QUERY_FLAG(food, FLAG_CURSED)) { 3886 if (QUERY_FLAG (food, FLAG_CURSED))
3887 {
3601 new_draw_info(NDI_UNIQUE, 0,who,"You are drained of mana!"); 3888 new_draw_info (NDI_UNIQUE, 0, who, "You are drained of mana!");
3602 who->stats.sp -= food->stats.sp; 3889 who->stats.sp -= food->stats.sp;
3603 if(who->stats.sp<0) who->stats.sp=0; 3890 if (who->stats.sp < 0)
3604 } else { 3891 who->stats.sp = 0;
3892 }
3893 else
3894 {
3605 new_draw_info(NDI_UNIQUE, 0,who,"You feel a rush of magical energy!"); 3895 new_draw_info (NDI_UNIQUE, 0, who, "You feel a rush of magical energy!");
3606 who->stats.sp += food->stats.sp; 3896 who->stats.sp += food->stats.sp;
3607 /* place limit on max sp from food? */ 3897 /* place limit on max sp from food? */
3898 }
3608 } 3899 }
3609 }
3610 fix_player(who); 3900 fix_player (who);
3611} 3901}
3612 3902
3613 3903
3614/** 3904/**
3615 * Designed primarily to light torches/lanterns/etc. 3905 * Designed primarily to light torches/lanterns/etc.
3616 * Also burns up burnable material too. First object in the inventory is 3906 * Also burns up burnable material too. First object in the inventory is
3617 * the selected object to "burn". -b.t. 3907 * the selected object to "burn". -b.t.
3618 */ 3908 */
3619 3909
3910void
3620void apply_lighter(object *who, object *lighter) { 3911apply_lighter (object *who, object *lighter)
3912{
3621 object *item; 3913 object *item;
3622 int is_player_env=0; 3914 int is_player_env = 0;
3623 uint32 nrof;
3624 tag_t count;
3625 char item_name[MAX_BUF]; 3915 char item_name[MAX_BUF];
3626 3916
3627 item=find_marked_object(who); 3917 item = find_marked_object (who);
3628 if(item) { 3918 if (item)
3919 {
3629 if(lighter->last_eat && lighter->stats.food) { /* lighter gets used up */ 3920 if (lighter->last_eat && lighter->stats.food)
3921 { /* lighter gets used up */
3630 /* Split multiple lighters if they're being used up. Otherwise * 3922 /* Split multiple lighters if they're being used up. Otherwise *
3631 * one charge from each would be used up. --DAMN */ 3923 * one charge from each would be used up. --DAMN */
3632 if(lighter->nrof > 1) { 3924 if (lighter->nrof > 1)
3633 object *oneLighter = get_object(); 3925 {
3634 copy_object(lighter, oneLighter); 3926 object *oneLighter = object::create ();
3927
3928 lighter->copy_to (oneLighter);
3635 lighter->nrof -= 1; 3929 lighter->nrof -= 1;
3636 oneLighter->nrof = 1; 3930 oneLighter->nrof = 1;
3637 oneLighter->stats.food--; 3931 oneLighter->stats.food--;
3638 esrv_send_item(who, lighter); 3932 esrv_send_item (who, lighter);
3639 oneLighter=insert_ob_in_ob(oneLighter, who); 3933 oneLighter = insert_ob_in_ob (oneLighter, who);
3640 esrv_send_item(who, oneLighter); 3934 esrv_send_item (who, oneLighter);
3641 } else { 3935 }
3936 else
3642 lighter->stats.food--; 3937 lighter->stats.food--;
3643 } 3938 }
3644 3939 else if (lighter->last_eat)
3645 } else if(lighter->last_eat) { /* no charges left in lighter */ 3940 { /* no charges left in lighter */
3646 new_draw_info_format(NDI_UNIQUE, 0,who, 3941 new_draw_info_format (NDI_UNIQUE, 0, who, "You attempt to light the %s with a used up %s.", &item->name, &lighter->name);
3647 "You attempt to light the %s with a used up %s.",
3648 item->name, lighter->name);
3649 return; 3942 return;
3650 } 3943 }
3651 /* Perhaps we should split what we are trying to light on fire? 3944 /* Perhaps we should split what we are trying to light on fire?
3652 * I can't see many times when you would want to light multiple 3945 * I can't see many times when you would want to light multiple
3653 * objects at once. 3946 * objects at once.
3654 */ 3947 */
3655 nrof=item->nrof;
3656 count=item->count;
3657 /* If the item is destroyed, we don't have a valid pointer to the 3948 /* If the item is destroyed, we don't have a valid pointer to the
3658 * name object, so make a copy so the message we print out makes 3949 * name object, so make a copy so the message we print out makes
3659 * some sense. 3950 * some sense.
3660 */ 3951 */
3661 strcpy(item_name, item->name); 3952 strcpy (item_name, item->name);
3662 if (who == is_player_inv(item)) is_player_env=1; 3953 if (who == is_player_inv (item))
3954 is_player_env = 1;
3663 3955
3664 save_throw_object(item,AT_FIRE,who); 3956 save_throw_object (item, AT_FIRE, who);
3665 /* Change to check count and not freed, since the object pointer 3957 /* Change to check count and not freed, since the object pointer
3666 * may have gotten recycled 3958 * may have gotten recycled
3667 */ 3959 */
3668 if ((nrof != item->nrof ) || (count != item->count)) { 3960 if (item->destroyed ())
3669 new_draw_info_format(NDI_UNIQUE, 0,who, 3961 {
3670 "You light the %s with the %s.",item_name,lighter->name); 3962 new_draw_info_format (NDI_UNIQUE, 0, who, "You light the %s with the %s.", &item_name, &lighter->name);
3671 /* Need to update the player so that the players glow radius 3963 /* Need to update the player so that the players glow radius
3672 * gets changed. 3964 * gets changed.
3673 */ 3965 */
3674 if (is_player_env) fix_player(who); 3966 if (is_player_env)
3675 } else { 3967 fix_player (who);
3676 new_draw_info_format(NDI_UNIQUE, 0,who, 3968 }
3677 "You attempt to light the %s with the %s and fail.",item->name,lighter->name); 3969 else
3678 } 3970 new_draw_info_format (NDI_UNIQUE, 0, who, "You attempt to light the %s with the %s and fail.", &item->name, &lighter->name);
3679 3971 }
3680 } else /* nothing to light */ 3972 else /* nothing to light */
3681 new_draw_info(NDI_UNIQUE, 0,who,"You need to mark a lightable object."); 3973 new_draw_info (NDI_UNIQUE, 0, who, "You need to mark a lightable object.");
3682 3974
3683} 3975}
3684 3976
3685/** 3977/**
3686 * op made some mistake with a scroll, this takes care of punishment. 3978 * op made some mistake with a scroll, this takes care of punishment.
3687 * scroll_failure()- hacked directly from spell_failure 3979 * scroll_failure()- hacked directly from spell_failure
3688 */ 3980 */
3981void
3689void scroll_failure(object *op, int failure, int power) 3982scroll_failure (object *op, int failure, int power)
3690{ 3983{
3691 if(abs(failure/4)>power) power=abs(failure/4); /* set minimum effect */ 3984 if (abs (failure / 4) > power)
3985 power = abs (failure / 4); /* set minimum effect */
3692 3986
3693 if(failure<= -1&&failure > -15) {/* wonder */ 3987 if (failure <= -1 && failure > -15)
3988 { /* wonder */
3694 object *tmp; 3989 object *tmp;
3695 3990
3696 new_draw_info(NDI_UNIQUE, 0,op,"Your spell warps!."); 3991 new_draw_info (NDI_UNIQUE, 0, op, "Your spell warps!.");
3697 tmp=get_archetype(SPELL_WONDER); 3992 tmp = get_archetype (SPELL_WONDER);
3698 cast_wonder(op, op, 0, tmp); 3993 cast_wonder (op, op, 0, tmp);
3699 free_object(tmp); 3994 tmp->destroy ();
3995 }
3700 } else if (failure <= -15&&failure > -35) {/* drain mana */ 3996 else if (failure <= -15 && failure > -35)
3997 { /* drain mana */
3701 new_draw_info(NDI_UNIQUE, 0,op,"Your mana is drained!."); 3998 new_draw_info (NDI_UNIQUE, 0, op, "Your mana is drained!.");
3702 op->stats.sp -= random_roll(0, power-1, op, PREFER_LOW); 3999 op->stats.sp -= random_roll (0, power - 1, op, PREFER_LOW);
3703 if(op->stats.sp<0) op->stats.sp = 0; 4000 if (op->stats.sp < 0)
4001 op->stats.sp = 0;
4002 }
3704 } else if (settings.spell_failure_effects == TRUE) { 4003 else if (settings.spell_failure_effects == TRUE)
3705 if (failure <= -35&&failure > -60) { /* confusion */ 4004 {
4005 if (failure <= -35 && failure > -60)
4006 { /* confusion */
3706 new_draw_info(NDI_UNIQUE, 0,op,"The magic recoils on you!"); 4007 new_draw_info (NDI_UNIQUE, 0, op, "The magic recoils on you!");
3707 confuse_player(op,op,power); 4008 confuse_player (op, op, power);
3708 } else if (failure <= -60&&failure> -70) {/* paralysis */ 4009 }
4010 else if (failure <= -60 && failure > -70)
4011 { /* paralysis */
3709 new_draw_info(NDI_UNIQUE, 0,op,"The magic recoils and paralyzes " 4012 new_draw_info (NDI_UNIQUE, 0, op, "The magic recoils and paralyzes " "you!");
3710 "you!");
3711 paralyze_player(op,op,power); 4013 paralyze_player (op, op, power);
4014 }
3712 } else if (failure <= -70&&failure> -80) {/* blind */ 4015 else if (failure <= -70 && failure > -80)
4016 { /* blind */
3713 new_draw_info(NDI_UNIQUE, 0,op,"The magic recoils on you!"); 4017 new_draw_info (NDI_UNIQUE, 0, op, "The magic recoils on you!");
3714 blind_player(op,op,power); 4018 blind_player (op, op, power);
3715 } else if (failure <= -80) {/* blast the immediate area */ 4019 }
4020 else if (failure <= -80)
4021 { /* blast the immediate area */
3716 object *tmp; 4022 object *tmp;
4023
3717 tmp=get_archetype(LOOSE_MANA); 4024 tmp = get_archetype (LOOSE_MANA);
3718 cast_magic_storm(op,tmp, power); 4025 cast_magic_storm (op, tmp, power);
3719 new_draw_info(NDI_UNIQUE, 0,op,"You unlease uncontrolled mana!"); 4026 new_draw_info (NDI_UNIQUE, 0, op, "You unlease uncontrolled mana!");
3720 free_object(tmp); 4027 tmp->destroy ();
3721 } 4028 }
3722 } 4029 }
3723} 4030}
3724 4031
4032void
3725void apply_changes_to_player(object *pl, object *change) { 4033apply_changes_to_player (object *pl, object *change)
4034{
3726 int excess_stat=0; /* if the stat goes over the maximum 4035 int excess_stat = 0; /* if the stat goes over the maximum
3727 for the race, put the excess stat some 4036 for the race, put the excess stat some
3728 where else. */ 4037 where else. */
3729 4038
3730 switch (change->type) { 4039 switch (change->type)
3731 case CLASS: { 4040 {
4041 case CLASS:
4042 {
3732 living *stats = &(pl->contr->orig_stats); 4043 living *stats = &(pl->contr->orig_stats);
3733 living *ns = &(change->stats); 4044 living *ns = &(change->stats);
3734 object *walk; 4045 object *walk;
3735 int flag_change_face=1; 4046 int flag_change_face = 1;
3736 4047
3737 /* the following code assigns stats up to the stat max 4048 /* the following code assigns stats up to the stat max
3738 * for the race, and if the stat max is exceeded, 4049 * for the race, and if the stat max is exceeded,
3739 * tries to randomly reassign the excess stat 4050 * tries to randomly reassign the excess stat
3740 */ 4051 */
3741 int i,j; 4052 int i, j;
4053
3742 for(i=0;i<NUM_STATS;i++) { 4054 for (i = 0; i < NUM_STATS; i++)
4055 {
3743 sint8 stat=get_attr_value(stats,i); 4056 sint8 stat = get_attr_value (stats, i);
3744 int race_bonus = get_attr_value(&(pl->arch->clone.stats),i); 4057 int race_bonus = get_attr_value (&(pl->arch->clone.stats), i);
4058
3745 stat += get_attr_value(ns,i); 4059 stat += get_attr_value (ns, i);
3746 if(stat > 20 + race_bonus) { 4060 if (stat > 20 + race_bonus)
3747 excess_stat++; 4061 {
3748 stat = 20+race_bonus; 4062 excess_stat++;
3749 } 4063 stat = 20 + race_bonus;
4064 }
3750 set_attr_value(stats,i,stat); 4065 set_attr_value (stats, i, stat);
3751 } 4066 }
3752 4067
3753 for(j=0;excess_stat >0 && j<100;j++) {/* try 100 times to assign excess stats */ 4068 for (j = 0; excess_stat > 0 && j < 100; j++)
3754 int i = rndm(0, 6); 4069 { /* try 100 times to assign excess stats */
4070 int i = rndm (0, 6);
3755 int stat=get_attr_value(stats,i); 4071 int stat = get_attr_value (stats, i);
3756 int race_bonus = get_attr_value(&(pl->arch->clone.stats),i); 4072 int race_bonus = get_attr_value (&(pl->arch->clone.stats), i);
3757 if(i==CHA) continue; /* exclude cha from this */ 4073
3758 if( stat < 20 + race_bonus) { 4074 if (i == CHA)
4075 continue; /* exclude cha from this */
4076 if (stat < 20 + race_bonus)
4077 {
3759 change_attr_value(stats,i,1); 4078 change_attr_value (stats, i, 1);
3760 excess_stat--; 4079 excess_stat--;
3761 } 4080 }
3762 } 4081 }
3763 4082
3764 /* insert the randomitems from the change's treasurelist into 4083 /* insert the randomitems from the change's treasurelist into
3765 * the player ref: player.c 4084 * the player ref: player.c
3766 */ 4085 */
3767 if(change->randomitems!=NULL) 4086 if (change->randomitems != NULL)
3768 give_initial_items(pl,change->randomitems); 4087 give_initial_items (pl, change->randomitems);
3769 4088
3770 4089
3771 /* set up the face, for some races. */ 4090 /* set up the face, for some races. */
3772 4091
3773 /* first, look for the force object banning 4092 /* first, look for the force object banning
3774 * changing the face. Certain races never change face with class. 4093 * changing the face. Certain races never change face with class.
3775 */ 4094 */
3776 for(walk=pl->inv;walk!=NULL;walk=walk->below) 4095 for (walk = pl->inv; walk != NULL; walk = walk->below)
3777 if (!strcmp(walk->name,"NOCLASSFACECHANGE")) flag_change_face=0; 4096 if (!strcmp (walk->name, "NOCLASSFACECHANGE"))
4097 flag_change_face = 0;
3778 4098
3779 if(flag_change_face) { 4099 if (flag_change_face)
4100 {
3780 pl->animation_id = GET_ANIM_ID(change); 4101 pl->animation_id = GET_ANIM_ID (change);
3781 pl->face = change->face; 4102 pl->face = change->face;
3782 4103
3783 if(QUERY_FLAG(change,FLAG_ANIMATE)) 4104 if (QUERY_FLAG (change, FLAG_ANIMATE))
3784 SET_FLAG(pl,FLAG_ANIMATE); 4105 SET_FLAG (pl, FLAG_ANIMATE);
3785 else 4106 else
3786 CLEAR_FLAG(pl,FLAG_ANIMATE); 4107 CLEAR_FLAG (pl, FLAG_ANIMATE);
3787 } 4108 }
3788 4109
3789 /* check the special case of can't use weapons */ 4110 /* check the special case of can't use weapons */
3790 /*if(QUERY_FLAG(change,FLAG_USE_WEAPON)) CLEAR_FLAG(pl,FLAG_USE_WEAPON);*/ 4111 /*if(QUERY_FLAG(change,FLAG_USE_WEAPON)) CLEAR_FLAG(pl,FLAG_USE_WEAPON); */
3791 if(!strcmp(change->name,"monk")) CLEAR_FLAG(pl,FLAG_USE_WEAPON); 4112 if (!strcmp (change->name, "monk"))
4113 CLEAR_FLAG (pl, FLAG_USE_WEAPON);
3792 4114
3793 break; 4115 break;
3794 } 4116 }
3795 } 4117 }
3796} 4118}
3797 4119
3798/** 4120/**
3799 * This handles items of type 'transformer'. 4121 * This handles items of type 'transformer'.
3803 * Change information is contained in the 'slaying' field of the marked item. 4125 * Change information is contained in the 'slaying' field of the marked item.
3804 * The format is as follow: transformer:[number ]yield[;transformer:...]. 4126 * The format is as follow: transformer:[number ]yield[;transformer:...].
3805 * This way an item can be transformed in many things, and/or many objects. 4127 * This way an item can be transformed in many things, and/or many objects.
3806 * The 'slaying' field for transformer is used as verb for the action. 4128 * The 'slaying' field for transformer is used as verb for the action.
3807 */ 4129 */
4130void
3808void apply_item_transformer( object* pl, object* transformer ) 4131apply_item_transformer (object *pl, object *transformer)
3809 { 4132{
3810 object* marked; 4133 object *marked;
3811 object* new_item; 4134 object *new_item;
3812 char* find; 4135 char *find;
3813 char* separator; 4136 char *separator;
3814 int yield; 4137 int yield;
3815 char got[ MAX_BUF ]; 4138 char got[MAX_BUF];
3816 int len; 4139 int len;
3817 4140
3818 if ( !pl || !transformer ) 4141 if (!pl || !transformer)
3819 return; 4142 return;
3820 marked = find_marked_object( pl ); 4143 marked = find_marked_object (pl);
3821 if ( !marked ) 4144 if (!marked)
3822 { 4145 {
3823 new_draw_info_format( NDI_UNIQUE, 0, pl, "Use the %s with what item?", query_name( transformer ) ); 4146 new_draw_info_format (NDI_UNIQUE, 0, pl, "Use the %s with what item?", query_name (transformer));
3824 return; 4147 return;
3825 } 4148 }
3826 if ( !marked->slaying ) 4149 if (!marked->slaying)
3827 { 4150 {
3828 new_draw_info_format( NDI_UNIQUE, 0, pl, "You can't use the %s with your %s!", query_name( transformer ), query_name( marked ) ); 4151 new_draw_info_format (NDI_UNIQUE, 0, pl, "You can't use the %s with your %s!", query_name (transformer), query_name (marked));
3829 return; 4152 return;
3830 } 4153 }
3831 /* check whether they are compatible or not */ 4154 /* check whether they are compatible or not */
3832 find = strstr( marked->slaying, transformer->arch->name ); 4155 find = strstr (marked->slaying, transformer->arch->name);
3833 if ( !find || ( *( find + strlen( transformer->arch->name ) ) != ':' ) ) 4156 if (!find || (*(find + strlen (transformer->arch->name)) != ':'))
3834 { 4157 {
3835 new_draw_info_format( NDI_UNIQUE, 0, pl, "You can't use the %s with your %s!", query_name( transformer ), query_name( marked ) ); 4158 new_draw_info_format (NDI_UNIQUE, 0, pl, "You can't use the %s with your %s!", query_name (transformer), query_name (marked));
3836 return; 4159 return;
3837 } 4160 }
3838 find += strlen( transformer->arch->name ) + 1; 4161 find += strlen (transformer->arch->name) + 1;
3839 /* Item can be used, now find how many and what it yields */ 4162 /* Item can be used, now find how many and what it yields */
3840 if ( isdigit( *( find ) ) ) 4163 if (isdigit (*(find)))
3841 { 4164 {
3842 yield = atoi( find ); 4165 yield = atoi (find);
3843 if ( yield < 1 ) 4166 if (yield < 1)
3844 { 4167 {
3845 LOG( llevDebug, "apply_item_transformer: item %s has slaying-yield %d.", query_base_name( marked, 0 ), yield ); 4168 LOG (llevDebug, "apply_item_transformer: item %s has slaying-yield %d.", query_base_name (marked, 0), yield);
3846 yield = 1; 4169 yield = 1;
3847 } 4170 }
3848 } 4171 }
3849 else 4172 else
3850 yield = 1; 4173 yield = 1;
3851 4174
3852 while ( isdigit( *find ) ) 4175 while (isdigit (*find))
3853 find++; 4176 find++;
3854 while ( *find == ' ' ) 4177 while (*find == ' ')
3855 find++; 4178 find++;
3856 memset( got, 0, MAX_BUF ); 4179 memset (got, 0, MAX_BUF);
3857 if ( (separator = strchr( find, ';' ))!=NULL) 4180 if ((separator = strchr (find, ';')) != NULL)
3858 { 4181 {
3859 len = separator - find; 4182 len = separator - find;
3860 } 4183 }
3861 else 4184 else
3862 { 4185 {
3863 len = strlen(find); 4186 len = strlen (find);
3864 } 4187 }
3865 if ( len > MAX_BUF-1) 4188 if (len > MAX_BUF - 1)
3866 len = MAX_BUF-1; 4189 len = MAX_BUF - 1;
3867 strcpy( got, find ); 4190 strcpy (got, find);
3868 got[len] = '\0'; 4191 got[len] = '\0';
3869 4192
3870 /* Now create new item, remove used ones when required. */ 4193 /* Now create new item, remove used ones when required. */
3871 new_item = get_archetype( got ); 4194 new_item = get_archetype (got);
3872 if ( !new_item ) 4195 if (!new_item)
3873 { 4196 {
3874 new_draw_info_format( NDI_UNIQUE, 0, pl, "This %s is strange, better to not use it.", query_base_name( marked, 0 ) ); 4197 new_draw_info_format (NDI_UNIQUE, 0, pl, "This %s is strange, better to not use it.", query_base_name (marked, 0));
3875 return; 4198 return;
3876 } 4199 }
4200
3877 new_item->nrof = yield; 4201 new_item->nrof = yield;
3878 new_draw_info_format( NDI_UNIQUE, 0, pl, "You %s the %s.", transformer->slaying, query_base_name( marked, 0 ) ); 4202 new_draw_info_format (NDI_UNIQUE, 0, pl, "You %s the %s.", &transformer->slaying, query_base_name (marked, 0));
3879 insert_ob_in_ob( new_item, pl ); 4203 insert_ob_in_ob (new_item, pl);
3880 esrv_send_inventory( pl, pl ); 4204 esrv_send_inventory (pl, pl);
3881 /* Eat up one item */ 4205 /* Eat up one item */
3882 decrease_ob_nr( marked, 1 ); 4206 decrease_ob_nr (marked, 1);
3883 /* Eat one transformer if needed */ 4207 /* Eat one transformer if needed */
3884 if ( transformer->stats.food ) 4208 if (transformer->stats.food)
3885 if ( --transformer->stats.food == 0 ) 4209 if (--transformer->stats.food == 0)
3886 decrease_ob_nr( transformer, 1 ); 4210 decrease_ob_nr (transformer, 1);
3887 } 4211}

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