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/cvs/deliantra/server/server/apply.C
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Comparing deliantra/server/server/apply.C (file contents):
Revision 1.17 by elmex, Wed Aug 30 11:58:43 2006 UTC vs.
Revision 1.43 by root, Tue Dec 19 05:12:52 2006 UTC

1/*
2 * static char *rcsid_apply_c =
3 * "$Id: apply.C,v 1.17 2006/08/30 11:58:43 elmex Exp $";
4 */
5/* 1/*
6 CrossFire, A Multiplayer game for X-windows 2 CrossFire, A Multiplayer game for X-windows
7 3
8 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 4 Copyright (C) 2001 Mark Wedel & Crossfire Development Team
9 Copyright (C) 1992 Frank Tore Johansen 5 Copyright (C) 1992 Frank Tore Johansen
20 16
21 You should have received a copy of the GNU General Public License 17 You should have received a copy of the GNU General Public License
22 along with this program; if not, write to the Free Software 18 along with this program; if not, write to the Free Software
23 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
24 20
25 The authors can be reached via e-mail to crossfire-devel@real-time.com 21 The authors can be reached via e-mail to <crossfire@schmorp.de>
26*/ 22*/
27 23
28#include <global.h> 24#include <global.h>
29#include <living.h> 25#include <living.h>
30#include <spells.h> 26#include <spells.h>
31#include <skills.h> 27#include <skills.h>
32#include <tod.h> 28#include <tod.h>
33 29
34#ifndef __CEXTRACT__ 30#ifndef __CEXTRACT__
35#include <sproto.h> 31# include <sproto.h>
36#endif 32#endif
37 33
38/* Want this regardless of rplay. */ 34/* Want this regardless of rplay. */
39#include <sounds.h> 35#include <sounds.h>
40 36
43 39
44/** 40/**
45 * Check if op should abort moving victim because of it's race or slaying. 41 * Check if op should abort moving victim because of it's race or slaying.
46 * Returns 1 if it should abort, returns 0 if it should continue. 42 * Returns 1 if it should abort, returns 0 if it should continue.
47 */ 43 */
44int
48int should_director_abort(object *op, object *victim) 45should_director_abort (object *op, object *victim)
49{ 46{
50 int arch_flag, name_flag, race_flag; 47 int arch_flag, name_flag, race_flag;
48
51 /* Get flags to determine what of arch, name, and race should be checked. 49 /* Get flags to determine what of arch, name, and race should be checked.
52 * This is stored in subtype, and is a bitmask, the LSB is the arch flag, 50 * This is stored in subtype, and is a bitmask, the LSB is the arch flag,
53 * the next is the name flag, and the last is the race flag. Also note, 51 * the next is the name flag, and the last is the race flag. Also note,
54 * if subtype is set to zero, that also goes to defaults of all affecting 52 * if subtype is set to zero, that also goes to defaults of all affecting
55 * it. Examples: 53 * it. Examples:
56 * subtype 1: only arch 54 * subtype 1: only arch
57 * subtype 3: arch or name 55 * subtype 3: arch or name
58 * subtype 5: arch or race 56 * subtype 5: arch or race
59 * subtype 7: all three 57 * subtype 7: all three
60 */ 58 */
61 if (op->subtype) 59 if (op->subtype)
62 { 60 {
63 arch_flag = (op->subtype & 1); 61 arch_flag = (op->subtype & 1);
64 name_flag = (op->subtype & 2); 62 name_flag = (op->subtype & 2);
65 race_flag = (op->subtype & 4); 63 race_flag = (op->subtype & 4);
66 } else { 64 }
65 else
66 {
67 arch_flag = 1; 67 arch_flag = 1;
68 name_flag = 1; 68 name_flag = 1;
69 race_flag = 1; 69 race_flag = 1;
70 } 70 }
71 /* If the director has race set, only affect objects with a arch, 71 /* If the director has race set, only affect objects with a arch,
72 * name or race that matches. 72 * name or race that matches.
73 */ 73 */
74 if ( (op->race) && 74 if ((op->race) &&
75 ((!(victim->arch && arch_flag && victim->arch->name) || strcmp(op->race, victim->arch->name))) && 75 ((!(victim->arch && arch_flag && victim->arch->name) || strcmp (op->race, victim->arch->name))) &&
76 ((!(victim->name && name_flag) || strcmp(op->race, victim->name))) && 76 ((!(victim->name && name_flag) || strcmp (op->race, victim->name))) &&
77 ((!(victim->race && race_flag) || strcmp(op->race, victim->race))) ) { 77 ((!(victim->race && race_flag) || strcmp (op->race, victim->race))))
78 {
78 return 1; 79 return 1;
79 } 80 }
80 /* If the director has slaying set, only affect objects where none 81 /* If the director has slaying set, only affect objects where none
81 * of arch, name, or race match. 82 * of arch, name, or race match.
82 */ 83 */
83 if ( (op->slaying) && (
84 ((victim->arch && arch_flag && victim->arch->name && !strcmp(op->slaying, victim->arch->name))) || 84 if ((op->slaying) && (((victim->arch && arch_flag && victim->arch->name && !strcmp (op->slaying, victim->arch->name))) ||
85 ((victim->name && name_flag && !strcmp(op->slaying, victim->name))) || 85 ((victim->name && name_flag && !strcmp (op->slaying, victim->name))) ||
86 ((victim->race && race_flag && !strcmp(op->slaying, victim->race)))) ) { 86 ((victim->race && race_flag && !strcmp (op->slaying, victim->race)))))
87 {
87 return 1; 88 return 1;
88 } 89 }
89 return 0; 90 return 0;
90} 91}
91 92
92/** 93/**
93 * This handles a player dropping money on an altar to identify stuff. 94 * This handles a player dropping money on an altar to identify stuff.
94 * It'll identify marked item, if none all items up to dropped money. 95 * It'll identify marked item, if none all items up to dropped money.
95 * Return value: 1 if money was destroyed, 0 if not. 96 * Return value: 1 if money was destroyed, 0 if not.
96 */ 97 */
98static int
97static int apply_id_altar (object *money, object *altar, object *pl) 99apply_id_altar (object *money, object *altar, object *pl)
98{ 100{
99 object *id, *marked; 101 object *id, *marked;
100 int success=0; 102 int success = 0;
101 103
102 if (pl == NULL || pl->type != PLAYER) 104 if (pl == NULL || pl->type != PLAYER)
103 return 0; 105 return 0;
104 106
105 /* Check for MONEY type is a special hack - it prevents 'nothing needs 107 /* Check for MONEY type is a special hack - it prevents 'nothing needs
106 * identifying' from being printed out more than it needs to be. 108 * identifying' from being printed out more than it needs to be.
107 */ 109 */
108 if ( ! check_altar_sacrifice (altar, money) || money->type != MONEY) 110 if (!check_altar_sacrifice (altar, money) || money->type != MONEY)
109 return 0; 111 return 0;
110 112
111 marked = find_marked_object (pl); 113 marked = find_marked_object (pl);
112 /* if the player has a marked item, identify that if it needs to be 114 /* if the player has a marked item, identify that if it needs to be
113 * identified. IF it doesn't, then go through the player inventory. 115 * identified. IF it doesn't, then go through the player inventory.
114 */ 116 */
115 if (marked && ! QUERY_FLAG (marked, FLAG_IDENTIFIED) 117 if (marked && !QUERY_FLAG (marked, FLAG_IDENTIFIED) && need_identify (marked))
116 && need_identify (marked))
117 { 118 {
118 if (operate_altar (altar, &money)) { 119 if (operate_altar (altar, &money))
120 {
119 identify (marked); 121 identify (marked);
120 new_draw_info_format(NDI_UNIQUE, 0, pl, 122 new_draw_info_format (NDI_UNIQUE, 0, pl, "You have %s.", long_desc (marked, pl));
121 "You have %s.", long_desc(marked, pl));
122 if (marked->msg) { 123 if (marked->msg)
124 {
123 new_draw_info(NDI_UNIQUE, 0,pl, "The item has a story:"); 125 new_draw_info (NDI_UNIQUE, 0, pl, "The item has a story:");
124 new_draw_info(NDI_UNIQUE, 0,pl, marked->msg); 126 new_draw_info (NDI_UNIQUE, 0, pl, marked->msg);
125 } 127 }
126 return money == NULL; 128 return money == NULL;
127 } 129 }
128 } 130 }
129 131
130 for (id=pl->inv; id; id=id->below) { 132 for (id = pl->inv; id; id = id->below)
133 {
131 if (!QUERY_FLAG(id, FLAG_IDENTIFIED) && !id->invisible && 134 if (!QUERY_FLAG (id, FLAG_IDENTIFIED) && !id->invisible && need_identify (id))
132 need_identify(id)) { 135 {
133 if (operate_altar(altar,&money)) { 136 if (operate_altar (altar, &money))
137 {
134 identify(id); 138 identify (id);
135 new_draw_info_format(NDI_UNIQUE, 0, pl, 139 new_draw_info_format (NDI_UNIQUE, 0, pl, "You have %s.", long_desc (id, pl));
136 "You have %s.", long_desc(id, pl));
137 if (id->msg) { 140 if (id->msg)
141 {
138 new_draw_info(NDI_UNIQUE, 0,pl, "The item has a story:"); 142 new_draw_info (NDI_UNIQUE, 0, pl, "The item has a story:");
139 new_draw_info(NDI_UNIQUE, 0,pl, id->msg); 143 new_draw_info (NDI_UNIQUE, 0, pl, id->msg);
140 }
141 success=1;
142 /* If no more money, might as well quit now */
143 if (money == NULL || ! check_altar_sacrifice (altar,money))
144 break;
145 } 144 }
145 success = 1;
146 /* If no more money, might as well quit now */
147 if (money == NULL || !check_altar_sacrifice (altar, money))
148 break;
149 }
146 else { 150 else
151 {
147 LOG(llevError,"check_id_altar: Couldn't do sacrifice when we should have been able to\n"); 152 LOG (llevError, "check_id_altar: Couldn't do sacrifice when we should have been able to\n");
148 break; 153 break;
149 } 154 }
150 } 155 }
151 } 156 }
157 if (!success)
152 if (!success) new_draw_info(NDI_UNIQUE, 0,pl,"You have nothing that needs identifying"); 158 new_draw_info (NDI_UNIQUE, 0, pl, "You have nothing that needs identifying");
153 return money == NULL; 159 return money == NULL;
154} 160}
155 161
156/** 162/**
157 * This checks whether the object has a "on_use_yield" field, and if so generated and drops 163 * This checks whether the object has a "on_use_yield" field, and if so generated and drops
158 * matching item. 164 * matching item.
159 **/ 165 **/
166static void
160static void handle_apply_yield(object* tmp) 167handle_apply_yield (object *tmp)
161{ 168{
162 const char* yield; 169 const char *yield;
163 170
164 yield = get_ob_key_value(tmp,"on_use_yield"); 171 yield = get_ob_key_value (tmp, "on_use_yield");
165 if (yield != NULL) 172 if (yield != NULL)
166 { 173 {
167 object* drop = get_archetype(yield); 174 object *drop = get_archetype (yield);
175
168 if (tmp->env) 176 if (tmp->env)
169 { 177 {
170 drop = insert_ob_in_ob(drop,tmp->env); 178 drop = insert_ob_in_ob (drop, tmp->env);
171 if (tmp->env->type == PLAYER) 179 if (tmp->env->type == PLAYER)
172 esrv_send_item(tmp->env,drop); 180 esrv_send_item (tmp->env, drop);
173 } 181 }
174 else 182 else
175 { 183 {
176 drop->x = tmp->x; 184 drop->x = tmp->x;
177 drop->y = tmp->y; 185 drop->y = tmp->y;
178 insert_ob_in_map(drop,tmp->map,tmp,INS_BELOW_ORIGINATOR); 186 insert_ob_in_map (drop, tmp->map, tmp, INS_BELOW_ORIGINATOR);
179 } 187 }
180 } 188 }
181} 189}
182 190
183/** 191/**
184 * Handles applying a potion. 192 * Handles applying a potion.
185 */ 193 */
194int
186int apply_potion (object * op, object * tmp) 195apply_potion (object *op, object *tmp)
187{ 196{
188 int got_one = 0, i; 197 int got_one = 0, i;
189 object *force = 0, *floor = 0; 198 object *force = 0, *floor = 0;
190 199
191 floor = get_map_ob (op->map, op->x, op->y); 200 floor = get_map_ob (op->map, op->x, op->y);
192 201
193 if (get_map_flags(op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE) 202 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE)
194 { 203 {
195 if (op->type == PLAYER) 204 if (op->type == PLAYER)
196 new_draw_info (NDI_UNIQUE, 0, op,
197 "Gods prevent you from using this here, it's sacred ground!" 205 new_draw_info (NDI_UNIQUE, 0, op, "Gods prevent you from using this here, it's sacred ground!");
198 );
199 CLEAR_FLAG (tmp, FLAG_APPLIED); 206 CLEAR_FLAG (tmp, FLAG_APPLIED);
200 return 0; 207 return 0;
201 } 208 }
202 209
203 if (op->type == PLAYER) 210 if (op->type == PLAYER)
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;
438 } 440 }
439 } 441 }
440 op=op->below; 442 op = op->below;
441 } 443 }
442 return count; 444 return count;
443} 445}
444 446
445/** 447/**
446 * This removes 'nrof' of what item->slaying says to remove. 448 * This removes 'nrof' of what item->slaying says to remove.
447 * op is typically the player, which is only 449 * op is typically the player, which is only
448 * really used to determine what space to look at. 450 * really used to determine what space to look at.
449 * Modified to only eat 'nrof' of objects. 451 * Modified to only eat 'nrof' of objects.
450 */ 452 */
453static void
451static void eat_item(object *op,const char *item, uint32 nrof) 454eat_item (object *op, const char *item, uint32 nrof)
452{ 455{
453 object *prev; 456 object *prev;
454 457
455 prev = op; 458 prev = op;
456 op=op->below; 459 op = op->below;
457 460
458 while(op!=NULL) { 461 while (op != NULL)
462 {
459 if (strcmp(op->arch->name,item)==0) { 463 if (strcmp (op->arch->name, item) == 0)
464 {
460 if (op->nrof >= nrof) { 465 if (op->nrof >= nrof)
466 {
461 decrease_ob_nr(op,nrof); 467 decrease_ob_nr (op, nrof);
462 return; 468 return;
463 } else {
464 decrease_ob_nr(op,op->nrof);
465 nrof -= op->nrof;
466 } 469 }
470 else
471 {
472 decrease_ob_nr (op, op->nrof);
473 nrof -= op->nrof;
474 }
467 op=prev; 475 op = prev;
468 } 476 }
469 prev = op; 477 prev = op;
470 op=op->below; 478 op = op->below;
471 } 479 }
472} 480}
473 481
474/** 482/**
475 * This checks to see of the player (who) is sufficient level to use a weapon 483 * This checks to see of the player (who) is sufficient level to use a weapon
476 * with improvs improvements (typically last_eat). We take an int here 484 * with improvs improvements (typically last_eat). We take an int here
477 * instead of the object so that the improvement code can pass along the 485 * instead of the object so that the improvement code can pass along the
478 * increased value to see if the object is usuable. 486 * increased value to see if the object is usuable.
479 * we return 1 (true) if the player can use the weapon. 487 * we return 1 (true) if the player can use the weapon.
480 */ 488 */
489static int
481static int check_weapon_power(const object *who, int improvs) 490check_weapon_power (const object *who, int improvs)
482{ 491{
492
483/* Old code is below (commented out). Basically, since weapons are the only 493/* Old code is below (commented out). Basically, since weapons are the only
484 * object players really have any control to improve, it's a bit harsh to 494 * object players really have any control to improve, it's a bit harsh to
485 * require high level in some combat skill, so we just use overall level. 495 * require high level in some combat skill, so we just use overall level.
486 */ 496 */
487#if 1 497#if 1
488 if (((who->level/5)+5) >= improvs) return 1; 498 if (((who->level / 5) + 5) >= improvs)
499 return 1;
500 else
489 else return 0; 501 return 0;
490 502
491#else 503#else
492 int level=0; 504 int level = 0;
493 505
494 /* The skill system hands out wc and dam bonuses to fighters 506 /* The skill system hands out wc and dam bonuses to fighters
495 * more generously than the old system (see fix_player). Thus 507 * more generously than the old system (see fix_player). Thus
496 * we need to curtail the power of player enchanted weapons. 508 * we need to curtail the power of player enchanted weapons.
497 * I changed this to 1 improvement per "fighter" level/5 -b.t. 509 * I changed this to 1 improvement per "fighter" level/5 -b.t.
498 * Note: Nothing should break by allowing this ratio to be different or 510 * Note: Nothing should break by allowing this ratio to be different or
499 * using normal level - it is just a matter of play balance. 511 * using normal level - it is just a matter of play balance.
500 */ 512 */
501 if(who->type==PLAYER) { 513 if (who->type == PLAYER)
514 {
502 object *wc_obj=NULL; 515 object *wc_obj = NULL;
503 516
504 for(wc_obj=who->inv;wc_obj;wc_obj=wc_obj->below) 517 for (wc_obj = who->inv; wc_obj; wc_obj = wc_obj->below)
505 if (wc_obj->type == SKILL && IS_COMBAT_SKILL(wc_obj->subtype) && wc_obj->level > level) 518 if (wc_obj->type == SKILL && IS_COMBAT_SKILL (wc_obj->subtype) && wc_obj->level > level)
506 level = wc_obj->level; 519 level = wc_obj->level;
507 520
508 if (!level ) { 521 if (!level)
522 {
509 LOG(llevError,"Error: Player: %s lacks wc experience object\n",who->name); 523 LOG (llevError, "Error: Player: %s lacks wc experience object\n", who->name);
510 level = who->level; 524 level = who->level;
511 } 525 }
512 } 526 }
513 else 527 else
514 level=who->level; 528 level = who->level;
515 529
516 return (improvs <= ((level/5)+5)); 530 return (improvs <= ((level / 5) + 5));
517#endif 531#endif
518} 532}
519 533
520/** 534/**
521 * Returns how many items of type improver->slaying there are under op. 535 * Returns how many items of type improver->slaying there are under op.
522 * Will display a message if none found, and 1 if improver->slaying is NULL. 536 * Will display a message if none found, and 1 if improver->slaying is NULL.
523 */ 537 */
538static int
524static int check_sacrifice(object *op, const object *improver) 539check_sacrifice (object *op, const object *improver)
525{ 540{
526 int count=0; 541 int count = 0;
527 542
528 if (improver->slaying!=NULL) { 543 if (improver->slaying != NULL)
544 {
529 count = check_item(op,improver->slaying); 545 count = check_item (op, improver->slaying);
530 if (count<1) { 546 if (count < 1)
547 {
531 char buf[200]; 548 char buf[200];
549
532 sprintf(buf,"The gods want more %ss",improver->slaying); 550 sprintf (buf, "The gods want more %ss", &improver->slaying);
533 new_draw_info(NDI_UNIQUE,0,op,buf); 551 new_draw_info (NDI_UNIQUE, 0, op, buf);
534 return 0; 552 return 0;
535 } 553 }
536 } 554 }
537 else 555 else
538 count=1; 556 count = 1;
539 557
540 return count; 558 return count;
541} 559}
542 560
543/** 561/**
544 * Actually improves the weapon, and tells user. 562 * Actually improves the weapon, and tells user.
545 */ 563 */
546int improve_weapon_stat(object *op,object *improver,object *weapon, 564int
547 signed char *stat,int sacrifice_count,const char *statname) 565improve_weapon_stat (object *op, object *improver, object *weapon, signed char *stat, int sacrifice_count, const char *statname)
548{ 566{
549 567
550 new_draw_info(NDI_UNIQUE,0,op,"Your sacrifice was accepted."); 568 new_draw_info (NDI_UNIQUE, 0, op, "Your sacrifice was accepted.");
551 *stat += sacrifice_count; 569 *stat += sacrifice_count;
552 weapon->last_eat++; 570 weapon->last_eat++;
553 new_draw_info_format(NDI_UNIQUE,0,op, 571 new_draw_info_format (NDI_UNIQUE, 0, op, "Weapon's bonus to %s improved by %d", statname, sacrifice_count);
554 "Weapon's bonus to %s improved by %d",statname,sacrifice_count);
555 decrease_ob(improver); 572 decrease_ob (improver);
556 573
557 /* So it updates the players stats and the window */ 574 /* So it updates the players stats and the window */
558 fix_player(op); 575 fix_player (op);
559 return 1; 576 return 1;
560} 577}
561 578
562/* Types of improvements, hidden in the sp field. */ 579/* Types of improvements, hidden in the sp field. */
563#define IMPROVE_PREPARE 1 580#define IMPROVE_PREPARE 1
576/** 593/**
577 * This does the prepare weapon scroll. 594 * This does the prepare weapon scroll.
578 * Checks for sacrifice, and so on. 595 * Checks for sacrifice, and so on.
579 */ 596 */
580 597
598int
581int prepare_weapon(object *op, object *improver, object *weapon) 599prepare_weapon (object *op, object *improver, object *weapon)
582{ 600{
583 int sacrifice_count,i; 601 int sacrifice_count, i;
584 char buf[MAX_BUF]; 602 char buf[MAX_BUF];
585 603
586 if (weapon->level!=0) { 604 if (weapon->level != 0)
605 {
587 new_draw_info(NDI_UNIQUE,0,op,"Weapon already prepared."); 606 new_draw_info (NDI_UNIQUE, 0, op, "Weapon already prepared.");
588 return 0; 607 return 0;
589 } 608 }
590 for (i=0; i<NROFATTACKS; i++) 609 for (i = 0; i < NROFATTACKS; i++)
591 if (weapon->resist[i]) break; 610 if (weapon->resist[i])
611 break;
592 612
593 /* If we break out, i will be less than nrofattacks, preventing 613 /* If we break out, i will be less than nrofattacks, preventing
594 * improvement of items that already have protections. 614 * improvement of items that already have protections.
595 */ 615 */
596 if (i<NROFATTACKS || 616 if (i < NROFATTACKS || weapon->stats.hp || /* regeneration */
597 weapon->stats.hp || /* regeneration */
598 (weapon->stats.sp && weapon->type == WEAPON) || /* sp regeneration */ 617 (weapon->stats.sp && weapon->type == WEAPON) || /* sp regeneration */
599 weapon->stats.exp || /* speed */ 618 weapon->stats.exp || /* speed */
600 weapon->stats.ac) /* AC - only taifu's I think */ 619 weapon->stats.ac) /* AC - only taifu's I think */
601 { 620 {
602 new_draw_info(NDI_UNIQUE,0,op,"Cannot prepare magic weapons."); 621 new_draw_info (NDI_UNIQUE, 0, op, "Cannot prepare magic weapons.");
603 return 0; 622 return 0;
604 } 623 }
605 sacrifice_count=check_sacrifice(op,improver); 624 sacrifice_count = check_sacrifice (op, improver);
606 if (sacrifice_count<=0) 625 if (sacrifice_count <= 0)
607 return 0; 626 return 0;
608 weapon->level=isqrt(sacrifice_count); 627 weapon->level = isqrt (sacrifice_count);
609 new_draw_info(NDI_UNIQUE,0,op,"Your sacrifice was accepted."); 628 new_draw_info (NDI_UNIQUE, 0, op, "Your sacrifice was accepted.");
610 eat_item(op, improver->slaying, sacrifice_count); 629 eat_item (op, improver->slaying, sacrifice_count);
611 630
612 new_draw_info_format(NDI_UNIQUE, 0, op,"Your *%s may be improved %d times.", 631 new_draw_info_format (NDI_UNIQUE, 0, op, "Your *%s may be improved %d times.", &weapon->name, weapon->level);
613 weapon->name,weapon->level);
614 632
615 sprintf(buf,"%s's %s",op->name,weapon->name); 633 sprintf (buf, "%s's %s", &op->name, &weapon->name);
616 FREE_AND_COPY(weapon->name, buf); 634 weapon->name = weapon->name_pl = buf;
617 FREE_AND_COPY(weapon->name_pl, buf);
618 weapon->nrof=0; /* prevents preparing n weapons in the same 635 weapon->nrof = 0; /* prevents preparing n weapons in the same
619 slot at once! */ 636 slot at once! */
620 decrease_ob(improver); 637 decrease_ob (improver);
621 weapon->last_eat=0; 638 weapon->last_eat = 0;
622 return 1; 639 return 1;
623} 640}
624 641
625 642
626/** 643/**
627 * Does the dirty job for 'improve weapon' scroll, prepare or add something. 644 * Does the dirty job for 'improve weapon' scroll, prepare or add something.
632 * 649 *
633 * We are hiding extra information about the weapon in the level and 650 * We are hiding extra information about the weapon in the level and
634 * last_eat numbers for an object. Hopefully this won't break anything ?? 651 * last_eat numbers for an object. Hopefully this won't break anything ??
635 * level == max improve last_eat == current improve 652 * level == max improve last_eat == current improve
636 */ 653 */
654int
637int improve_weapon(object *op,object *improver,object *weapon) 655improve_weapon (object *op, object *improver, object *weapon)
638{ 656{
639 int sacrifice_count, sacrifice_needed=0; 657 int sacrifice_count, sacrifice_needed = 0;
640 658
641 if(improver->stats.sp==IMPROVE_PREPARE) { 659 if (improver->stats.sp == IMPROVE_PREPARE)
660 {
642 return prepare_weapon(op, improver, weapon); 661 return prepare_weapon (op, improver, weapon);
643 } 662 }
644 if (weapon->level==0) { 663 if (weapon->level == 0)
664 {
645 new_draw_info(NDI_UNIQUE, 0,op,"This weapon has not been prepared."); 665 new_draw_info (NDI_UNIQUE, 0, op, "This weapon has not been prepared.");
646 return 0; 666 return 0;
647 } 667 }
648 if (weapon->level==weapon->last_eat && weapon->item_power >=100) { 668 if (weapon->level == weapon->last_eat && weapon->item_power >= 100)
669 {
649 new_draw_info(NDI_UNIQUE, 0,op,"This weapon cannot be improved any more."); 670 new_draw_info (NDI_UNIQUE, 0, op, "This weapon cannot be improved any more.");
650 return 0; 671 return 0;
651 } 672 }
652 if (QUERY_FLAG(weapon, FLAG_APPLIED) && 673 if (QUERY_FLAG (weapon, FLAG_APPLIED) && !check_weapon_power (op, weapon->last_eat + 1))
653 !check_weapon_power(op, weapon->last_eat+1)) { 674 {
654 new_draw_info(NDI_UNIQUE, 0,op,"Improving the weapon will make it too"); 675 new_draw_info (NDI_UNIQUE, 0, op, "Improving the weapon will make it too");
655 new_draw_info(NDI_UNIQUE, 0,op,"powerful for you to use. Unready it if you"); 676 new_draw_info (NDI_UNIQUE, 0, op, "powerful for you to use. Unready it if you");
656 new_draw_info(NDI_UNIQUE, 0,op,"really want to improve it."); 677 new_draw_info (NDI_UNIQUE, 0, op, "really want to improve it.");
657 return 0; 678 return 0;
658 } 679 }
659 /* This just increases damage by 5 points, no matter what. No sacrifice 680 /* This just increases damage by 5 points, no matter what. No sacrifice
660 * is needed. Since stats.dam is now a 16 bit value and not 8 bit, 681 * is needed. Since stats.dam is now a 16 bit value and not 8 bit,
661 * don't put any maximum value on damage - the limit is how much the 682 * don't put any maximum value on damage - the limit is how much the
662 * weapon can be improved. 683 * weapon can be improved.
663 */ 684 */
664 if (improver->stats.sp==IMPROVE_DAMAGE) { 685 if (improver->stats.sp == IMPROVE_DAMAGE)
686 {
665 weapon->stats.dam += 5; 687 weapon->stats.dam += 5;
666 weapon->weight += 5000; /* 5 KG's */ 688 weapon->weight += 5000; /* 5 KG's */
667 new_draw_info_format(NDI_UNIQUE, 0, op, 689 new_draw_info_format (NDI_UNIQUE, 0, op, "Damage has been increased by 5 to %d", weapon->stats.dam);
668 "Damage has been increased by 5 to %d", weapon->stats.dam);
669 weapon->last_eat++; 690 weapon->last_eat++;
670 691
671 weapon->item_power++; 692 weapon->item_power++;
672 decrease_ob(improver); 693 decrease_ob (improver);
673 return 1; 694 return 1;
674 } 695 }
675 if (improver->stats.sp == IMPROVE_WEIGHT) { 696 if (improver->stats.sp == IMPROVE_WEIGHT)
697 {
676 /* Reduce weight by 20% */ 698 /* Reduce weight by 20% */
677 weapon->weight = (weapon->weight * 8)/10; 699 weapon->weight = (weapon->weight * 8) / 10;
678 if (weapon->weight < 1) weapon->weight = 1; 700 if (weapon->weight < 1)
679 new_draw_info_format(NDI_UNIQUE, 0, op, 701 weapon->weight = 1;
680 "Weapon weight reduced to %6.1f kg", 702 new_draw_info_format (NDI_UNIQUE, 0, op, "Weapon weight reduced to %6.1f kg", (float) weapon->weight / 1000.0);
681 (float)weapon->weight/1000.0);
682 weapon->last_eat++; 703 weapon->last_eat++;
683 weapon->item_power++; 704 weapon->item_power++;
684 decrease_ob(improver); 705 decrease_ob (improver);
685 return 1; 706 return 1;
686 } 707 }
687 if (improver->stats.sp == IMPROVE_ENCHANT) { 708 if (improver->stats.sp == IMPROVE_ENCHANT)
709 {
688 weapon->magic++; 710 weapon->magic++;
689 weapon->last_eat++; 711 weapon->last_eat++;
690 new_draw_info_format(NDI_UNIQUE, 0, op 712 new_draw_info_format (NDI_UNIQUE, 0, op, "Weapon magic increased to %d", weapon->magic);
691 ,"Weapon magic increased to %d",weapon->magic);
692 decrease_ob(improver); 713 decrease_ob (improver);
693 weapon->item_power++; 714 weapon->item_power++;
694 return 1; 715 return 1;
695 } 716 }
696 717
697 sacrifice_needed = weapon->stats.Str + weapon->stats.Int + weapon->stats.Dex+ 718 sacrifice_needed = weapon->stats.Str + weapon->stats.Int + weapon->stats.Dex +
698 weapon->stats.Pow + weapon->stats.Con + weapon->stats.Cha + 719 weapon->stats.Pow + weapon->stats.Con + weapon->stats.Cha + weapon->stats.Wis;
699 weapon->stats.Wis;
700 720
701 if (sacrifice_needed<1) 721 if (sacrifice_needed < 1)
702 sacrifice_needed =1; 722 sacrifice_needed = 1;
703 sacrifice_needed *=2; 723 sacrifice_needed *= 2;
704 724
705 sacrifice_count = check_sacrifice(op,improver); 725 sacrifice_count = check_sacrifice (op, improver);
706 if (sacrifice_count < sacrifice_needed) { 726 if (sacrifice_count < sacrifice_needed)
707 new_draw_info_format(NDI_UNIQUE, 0, op, 727 {
708 "You need at least %d %s", sacrifice_needed, improver->slaying); 728 new_draw_info_format (NDI_UNIQUE, 0, op, "You need at least %d %s", sacrifice_needed, &improver->slaying);
709 return 0; 729 return 0;
710 } 730 }
711 eat_item(op,improver->slaying, sacrifice_needed); 731 eat_item (op, improver->slaying, sacrifice_needed);
712 weapon->item_power++; 732 weapon->item_power++;
713 733
714 switch (improver->stats.sp) { 734 switch (improver->stats.sp)
735 {
715 case IMPROVE_STR: 736 case IMPROVE_STR:
716 return improve_weapon_stat(op,improver,weapon, 737 return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Str), 1, "strength");
717 (signed char *) &(weapon->stats.Str),
718 1, "strength");
719 case IMPROVE_DEX: 738 case IMPROVE_DEX:
720 return improve_weapon_stat(op,improver,weapon, 739 return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Dex), 1, "dexterity");
721 (signed char *) &(weapon->stats.Dex),
722 1, "dexterity");
723 case IMPROVE_CON: 740 case IMPROVE_CON:
724 return improve_weapon_stat(op,improver,weapon, 741 return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Con), 1, "constitution");
725 (signed char *) &(weapon->stats.Con),
726 1, "constitution");
727 case IMPROVE_WIS: 742 case IMPROVE_WIS:
728 return improve_weapon_stat(op,improver,weapon, 743 return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Wis), 1, "wisdom");
729 (signed char *) &(weapon->stats.Wis),
730 1, "wisdom");
731 case IMPROVE_CHA: 744 case IMPROVE_CHA:
732 return improve_weapon_stat(op,improver,weapon, 745 return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Cha), 1, "charisma");
733 (signed char *) &(weapon->stats.Cha),
734 1, "charisma");
735 case IMPROVE_INT: 746 case IMPROVE_INT:
736 return improve_weapon_stat(op,improver,weapon, 747 return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Int), 1, "intelligence");
737 (signed char *) &(weapon->stats.Int),
738 1, "intelligence");
739 case IMPROVE_POW: 748 case IMPROVE_POW:
740 return improve_weapon_stat(op,improver,weapon, 749 return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Pow), 1, "power");
741 (signed char *) &(weapon->stats.Pow),
742 1, "power");
743 default: 750 default:
744 new_draw_info(NDI_UNIQUE, 0,op,"Unknown improvement type."); 751 new_draw_info (NDI_UNIQUE, 0, op, "Unknown improvement type.");
745 } 752 }
746 LOG(llevError,"improve_weapon: Got to end of function\n"); 753 LOG (llevError, "improve_weapon: Got to end of function\n");
747 return 0; 754 return 0;
748} 755}
749 756
750/** 757/**
751 * Handles the applying of improve/prepare/enchant weapon scroll. 758 * Handles the applying of improve/prepare/enchant weapon scroll.
752 * Checks a few things (not on a non-magic square, marked weapon, ...), 759 * Checks a few things (not on a non-magic square, marked weapon, ...),
753 * then calls improve_weapon to do the dirty work. 760 * then calls improve_weapon to do the dirty work.
754 */ 761 */
762int
755int check_improve_weapon (object *op, object *tmp) 763check_improve_weapon (object *op, object *tmp)
756{ 764{
757 object *otmp; 765 object *otmp;
758 766
759 if(op->type!=PLAYER) 767 if (op->type != PLAYER)
768 return 0;
769 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC))
770 {
771 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the scroll.");
760 return 0; 772 return 0;
761 if (!QUERY_FLAG(op, FLAG_WIZCAST) && (get_map_flags(op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC)) {
762 new_draw_info(NDI_UNIQUE, 0,op,"Something blocks the magic of the scroll.");
763 return 0;
764 } 773 }
765 otmp=find_marked_object(op); 774 otmp = find_marked_object (op);
766 if(!otmp) { 775 if (!otmp)
776 {
767 new_draw_info(NDI_UNIQUE, 0, op, "You need to mark a weapon object."); 777 new_draw_info (NDI_UNIQUE, 0, op, "You need to mark a weapon object.");
768 return 0; 778 return 0;
769 } 779 }
770 if (otmp->type != WEAPON && otmp->type != BOW) { 780 if (otmp->type != WEAPON && otmp->type != BOW)
781 {
771 new_draw_info(NDI_UNIQUE, 0,op,"Marked item is not a weapon or bow"); 782 new_draw_info (NDI_UNIQUE, 0, op, "Marked item is not a weapon or bow");
772 return 0; 783 return 0;
773 } 784 }
774 new_draw_info(NDI_UNIQUE, 0,op,"Applied weapon builder."); 785 new_draw_info (NDI_UNIQUE, 0, op, "Applied weapon builder.");
775 improve_weapon(op,tmp,otmp); 786 improve_weapon (op, tmp, otmp);
776 esrv_send_item(op, otmp); 787 esrv_send_item (op, otmp);
777 return 1; 788 return 1;
778} 789}
779 790
780/** 791/**
781 * This code deals with the armour improvment scrolls. 792 * This code deals with the armour improvment scrolls.
782 * Change limits on improvement - let players go up to 793 * Change limits on improvement - let players go up to
797 * the armour value of the piece of equipment exceed either 808 * the armour value of the piece of equipment exceed either
798 * the users level or 90) 809 * the users level or 90)
799 * Modified by MSW for partial resistance. Only support 810 * Modified by MSW for partial resistance. Only support
800 * changing of physical area right now. 811 * changing of physical area right now.
801 */ 812 */
813int
802int improve_armour(object *op, object *improver, object *armour) 814improve_armour (object *op, object *improver, object *armour)
803{ 815{
804 object *tmp; 816 object *tmp;
805 817
806 if (armour->magic >= settings.armor_max_enchant) { 818 if (armour->magic >= settings.armor_max_enchant)
819 {
807 new_draw_info(NDI_UNIQUE, 0,op,"This armour can not be enchanted any further."); 820 new_draw_info (NDI_UNIQUE, 0, op, "This armour can not be enchanted any further.");
808 return 0; 821 return 0;
809 } 822 }
810 /* Dealing with random artifact armor is a lot trickier (in terms of value, weight, 823 /* Dealing with random artifact armor is a lot trickier (in terms of value, weight,
811 * etc), so take the easy way out and don't worry about it. 824 * etc), so take the easy way out and don't worry about it.
812 * Note - maybe add scrolls which make the random artifact versions (eg, armour 825 * Note - maybe add scrolls which make the random artifact versions (eg, armour
813 * of gnarg and what not?) 826 * of gnarg and what not?)
814 */ 827 */
815 if (armour->title) { 828 if (armour->title)
829 {
816 new_draw_info(NDI_UNIQUE, 0, op, "This armour will not accept further enchantment."); 830 new_draw_info (NDI_UNIQUE, 0, op, "This armour will not accept further enchantment.");
817 return 0; 831 return 0;
818 } 832 }
819 833
820 /* Split objects if needed. Can't insert tmp until the 834 /* Split objects if needed. Can't insert tmp until the
821 * end of this function - otherwise it will just re-merge. 835 * end of this function - otherwise it will just re-merge.
822 */ 836 */
823 if(armour->nrof > 1) 837 if (armour->nrof > 1)
824 tmp = get_split_ob(armour,armour->nrof - 1); 838 tmp = get_split_ob (armour, armour->nrof - 1);
825 else 839 else
826 tmp = NULL; 840 tmp = NULL;
827 841
828 armour->magic++; 842 armour->magic++;
829 843
830 if ( !settings.armor_speed_linear ) 844 if (!settings.armor_speed_linear)
831 { 845 {
832 int base = 100; 846 int base = 100;
833 int pow = 0; 847 int pow = 0;
848
834 while ( pow < armour->magic ) 849 while (pow < armour->magic)
835 { 850 {
836 base = base - ( base * settings.armor_speed_improvement ) / 100; 851 base = base - (base * settings.armor_speed_improvement) / 100;
837 pow++; 852 pow++;
838 } 853 }
839 854
840 ARMOUR_SPEED( armour ) = ( ARMOUR_SPEED( &armour->arch->clone ) * base ) / 100; 855 ARMOUR_SPEED (armour) = (ARMOUR_SPEED (&armour->arch->clone) * base) / 100;
841 } 856 }
842 else 857 else
843 ARMOUR_SPEED( armour ) = ( ARMOUR_SPEED( &armour->arch->clone ) * ( 100 + armour->magic * settings.armor_speed_improvement ) )/100; 858 ARMOUR_SPEED (armour) = (ARMOUR_SPEED (&armour->arch->clone) * (100 + armour->magic * settings.armor_speed_improvement)) / 100;
844 859
845 if ( !settings.armor_weight_linear ) 860 if (!settings.armor_weight_linear)
846 { 861 {
847 int base = 100; 862 int base = 100;
848 int pow = 0; 863 int pow = 0;
864
849 while ( pow < armour->magic ) 865 while (pow < armour->magic)
850 { 866 {
851 base = base - ( base * settings.armor_weight_reduction ) / 100; 867 base = base - (base * settings.armor_weight_reduction) / 100;
852 pow++; 868 pow++;
853 } 869 }
854 870
855 armour->weight = ( armour->arch->clone.weight * base ) / 100; 871 armour->weight = (armour->arch->clone.weight * base) / 100;
856 } 872 }
857 else 873 else
858 armour->weight = ( armour->arch->clone.weight * ( 100 - armour->magic * settings.armor_weight_reduction ) ) / 100; 874 armour->weight = (armour->arch->clone.weight * (100 - armour->magic * settings.armor_weight_reduction)) / 100;
859 875
860 if ( armour->weight <= 0 ) 876 if (armour->weight <= 0)
861 { 877 {
862 LOG( llevInfo, "Warning: enchanted armours can have negative weight\n." ); 878 LOG (llevInfo, "Warning: enchanted armours can have negative weight\n.");
863 armour->weight = 1; 879 armour->weight = 1;
864 } 880 }
865 881
866 armour->item_power = get_power_from_ench(armour->arch->clone.item_power + armour->magic); 882 armour->item_power = get_power_from_ench (armour->arch->clone.item_power + armour->magic);
867 883
868 if (op->type == PLAYER) { 884 if (op->type == PLAYER)
885 {
869 esrv_send_item(op, armour); 886 esrv_send_item (op, armour);
870 if(QUERY_FLAG(armour, FLAG_APPLIED)) 887 if (QUERY_FLAG (armour, FLAG_APPLIED))
871 fix_player(op); 888 fix_player (op);
872 } 889 }
873 decrease_ob(improver); 890 decrease_ob (improver);
874 if (tmp) { 891 if (tmp)
892 {
875 insert_ob_in_ob(tmp, op); 893 insert_ob_in_ob (tmp, op);
876 esrv_send_item(op, tmp); 894 esrv_send_item (op, tmp);
877 } 895 }
878 return 1; 896 return 1;
879} 897}
880 898
881 899
882/* 900/*
883 * convert_item() returns 1 if anything was converted, 0 if the item was not 901 * convert_item() returns 1 if anything was converted, 0 if the item was not
891/* Takes one items and makes another. 909/* Takes one items and makes another.
892 * converter is the object that is doing the conversion. 910 * converter is the object that is doing the conversion.
893 * item is the object that triggered the converter - if it is not 911 * item is the object that triggered the converter - if it is not
894 * what the converter wants, this will not do anything. 912 * what the converter wants, this will not do anything.
895 */ 913 */
914int
896int convert_item(object *item, object *converter) { 915convert_item (object *item, object *converter)
916{
897 int nr=0; 917 int nr = 0;
898 object *tmp;
899 uint32 price_in; 918 uint32 price_in;
900 919
901 /* 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,
902 * 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
903 * 3 gp and player drops a platinum, tough luck) 922 * 3 gp and player drops a platinum, tough luck)
904 */ 923 */
905 if (!strcmp(CONV_FROM(converter),"money")) { 924 if (!strcmp (CONV_FROM (converter), "money"))
925 {
906 int cost; 926 int cost;
907 927
908 if(item->type!=MONEY) 928 if (item->type != MONEY)
909 return 0; 929 return 0;
910 930
911 nr=(item->nrof*item->value)/CONV_NEED(converter); 931 nr = (item->nrof * item->value) / CONV_NEED (converter);
932 if (!nr)
912 if (!nr) return 0; 933 return 0;
913 cost=nr*CONV_NEED(converter)/item->value; 934 cost = nr * CONV_NEED (converter) / item->value;
914 /* take into account rounding errors */ 935 /* take into account rounding errors */
915 if (nr*CONV_NEED(converter)%item->value) cost++; 936 if (nr * CONV_NEED (converter) % item->value)
937 cost++;
916 decrease_ob_nr(item, cost); 938 decrease_ob_nr (item, cost);
917 939
918 price_in = cost*item->value; 940 price_in = cost * item->value;
941 }
942 else
919 } 943 {
920 else {
921 if(item->type==PLAYER||CONV_FROM(converter)!=item->arch->name|| 944 if (item->type == PLAYER || CONV_FROM (converter) != item->arch->name ||
922 (CONV_NEED(converter)&&CONV_NEED(converter)>item->nrof)) 945 (CONV_NEED (converter) && CONV_NEED (converter) > (uint16) item->nrof))
923 return 0; 946 return 0;
924 947
925 if(CONV_NEED(converter)) { 948 if (CONV_NEED (converter))
949 {
926 nr=item->nrof/CONV_NEED(converter); 950 nr = item->nrof / CONV_NEED (converter);
927 decrease_ob_nr(item,nr*CONV_NEED(converter)); 951 decrease_ob_nr (item, nr * CONV_NEED (converter));
928 price_in = nr*CONV_NEED(converter)*item->value; 952 price_in = nr * CONV_NEED (converter) * item->value;
953 }
929 } else { 954 else
955 {
930 price_in = item->value; 956 price_in = item->value;
931 remove_ob(item); 957 item->destroy ();
932 free_object(item);
933 } 958 }
934 } 959 }
935 960
936 if (converter->inv != NULL) { 961 if (converter->inv != NULL)
962 {
937 object *ob; 963 object *ob;
938 int i; 964 int i;
939 object *ob_to_copy; 965 object *ob_to_copy;
940 966
941 /* select random object from inventory to copy */ 967 /* select random object from inventory to copy */
942 ob_to_copy = converter->inv; 968 ob_to_copy = converter->inv;
943 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 {
944 if (rndm(0, i) == 0) { 971 if (rndm (0, i) == 0)
972 {
945 ob_to_copy = ob; 973 ob_to_copy = ob;
946 } 974 }
947 } 975 }
948 item = object_create_clone(ob_to_copy); 976 item = object_create_clone (ob_to_copy);
949 CLEAR_FLAG(item, FLAG_IS_A_TEMPLATE); 977 CLEAR_FLAG (item, FLAG_IS_A_TEMPLATE);
950 unflag_inv(item, FLAG_IS_A_TEMPLATE); 978 unflag_inv (item, FLAG_IS_A_TEMPLATE);
951 } else { 979 }
980 else
981 {
952 if (converter->other_arch == NULL) { 982 if (converter->other_arch == NULL)
953 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);
954 return -1; 986 return -1;
955 } 987 }
956 988
957 item = object_create_arch(converter->other_arch); 989 item = object_create_arch (converter->other_arch);
958 fix_generated_item(item, converter, 0, 0, GT_MINIMAL); 990 fix_generated_item (item, converter, 0, 0, GT_MINIMAL);
959 } 991 }
960 992
961 if(CONV_NR(converter)) 993 if (CONV_NR (converter))
962 item->nrof=CONV_NR(converter); 994 item->nrof = CONV_NR (converter);
963 if(nr) 995 if (nr)
964 item->nrof*=nr; 996 item->nrof *= nr;
965 if(is_in_shop (converter)) 997 if (is_in_shop (converter))
966 SET_FLAG(item,FLAG_UNPAID); 998 SET_FLAG (item, FLAG_UNPAID);
967 else if(price_in < item->nrof*item->value) { 999 else if (price_in < item->nrof * item->value)
1000 {
968 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",
969 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);
970 item->nrof*item->value, item->name); 1003
971 /** 1004 /**
972 * 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
973 * propably had something in mind when doing this 1006 * propably had something in mind when doing this
974 */ 1007 */
975 } 1008 }
976 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);
977 return 1; 1010 return 1;
978} 1011}
979 1012
980/** 1013/**
981 * Handle apply on containers. 1014 * Handle apply on containers.
982 * By Eneq(@csd.uu.se). 1015 * By Eneq(@csd.uu.se).
983 * 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]
984 * added the alchemical cauldron to the code -b.t. 1017 * added the alchemical cauldron to the code -b.t.
985 */ 1018 */
986 1019
1020int
987int apply_container (object *op, object *sack) 1021apply_container (object *op, object *sack)
988{ 1022{
989 char buf[MAX_BUF]; 1023 char buf[MAX_BUF];
990 object *tmp; 1024 object *tmp;
991 1025
992 if(op->type!=PLAYER) 1026 if (op->type != PLAYER)
993 return 0; /* This might change */ 1027 return 0; /* This might change */
994 1028
995 if (sack==NULL || sack->type != CONTAINER) { 1029 if (sack == NULL || sack->type != CONTAINER)
1030 {
996 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]");
997 return 0; 1032 return 0;
998 } 1033 }
999 op->contr->last_used = NULL; 1034
1000 op->contr->last_used_id = 0; 1035 op->contr->last_used = 0;
1001 1036
1002 if (sack->env!=op) { 1037 if (sack->env != op)
1038 {
1003 if (sack->other_arch == NULL || sack->env != NULL) { 1039 if (sack->other_arch == NULL || sack->env != NULL)
1040 {
1004 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.");
1005 return 1; 1042 return 1;
1006 } 1043 }
1044
1007 /* It's on the ground, the problems begin */ 1045 /* It's on the ground, the problems begin */
1008 if (op->container != sack) { 1046 if (op->container != sack)
1047 {
1009 /* it's closed OR some player has opened it */ 1048 /* it's closed OR some player has opened it */
1010 if (QUERY_FLAG(sack, FLAG_APPLIED)) { 1049 if (QUERY_FLAG (sack, FLAG_APPLIED))
1011 for(tmp=get_map_ob(sack->map, sack->x, sack->y); 1050 {
1012 tmp && tmp->container != sack; tmp=tmp->above); 1051 for (tmp = get_map_ob (sack->map, sack->x, sack->y); tmp && tmp->container != sack; tmp = tmp->above);
1013 if (tmp) { 1052 if (tmp)
1053 {
1014 /* some other player have opened it */ 1054 /* some other player have opened it */
1015 new_draw_info_format(NDI_UNIQUE, 0, op, 1055 new_draw_info_format (NDI_UNIQUE, 0, op, "%s is already occupied.", query_name (sack));
1016 "%s is already occupied.", query_name(sack));
1017 return 1; 1056 return 1;
1018 } 1057 }
1019 } 1058 }
1020 } 1059 }
1021 if ( QUERY_FLAG(sack, FLAG_APPLIED)) { 1060 if (QUERY_FLAG (sack, FLAG_APPLIED))
1061 {
1022 if (op->container == NULL) { 1062 if (op->container == NULL)
1063 {
1023 tmp = arch_to_object (sack->other_arch); 1064 tmp = arch_to_object (sack->other_arch);
1024 /* not good, but insert_ob_in_ob() is too smart */ 1065 /* not good, but insert_ob_in_ob() is too smart */
1025 CLEAR_FLAG (tmp, FLAG_REMOVED); 1066 CLEAR_FLAG (tmp, FLAG_REMOVED);
1026 tmp->x= tmp->y = tmp->ox = tmp->oy = 0; 1067 tmp->x = tmp->y = 0;
1027 tmp->map = NULL; 1068 tmp->map = NULL;
1028 tmp->env = sack; 1069 tmp->env = sack;
1029 if (sack->inv) 1070 if (sack->inv)
1030 sack->inv->above = tmp; 1071 sack->inv->above = tmp;
1031 tmp->below = sack->inv; 1072 tmp->below = sack->inv;
1032 tmp->above = NULL; 1073 tmp->above = NULL;
1033 sack->inv = tmp; 1074 sack->inv = tmp;
1034 sack->move_off = MOVE_ALL; /* trying force closing it */ 1075 sack->move_off = MOVE_ALL; /* trying force closing it */
1076 }
1035 } else { 1077 else
1078 {
1036 sack->move_off = 0; 1079 sack->move_off = 0;
1037 tmp = sack->inv; 1080 tmp = sack->inv;
1081
1038 if (tmp && tmp->type == CLOSE_CON) { 1082 if (tmp && tmp->type == CLOSE_CON)
1039 remove_ob(tmp); 1083 tmp->destroy ();
1040 free_object (tmp); 1084 }
1085 }
1086 }
1087
1088 if (QUERY_FLAG (sack, FLAG_APPLIED))
1089 {
1090 if (op->container)
1091 {
1092 if (op->container != sack)
1093 {
1094 tmp = op->container;
1095 apply_container (op, tmp);
1096 sprintf (buf, "You close %s and open ", query_name (tmp));
1097 op->container = sack;
1098 strcat (buf, query_name (sack));
1099 strcat (buf, ".");
1100 }
1101 else
1102 {
1103 CLEAR_FLAG (sack, FLAG_APPLIED);
1104 op->container = NULL;
1105 sprintf (buf, "You close %s.", query_name (sack));
1106 }
1107 }
1108 else
1109 {
1110 CLEAR_FLAG (sack, FLAG_APPLIED);
1111 sprintf (buf, "You open %s.", query_name (sack));
1112 SET_FLAG (sack, FLAG_APPLIED);
1113 op->container = sack;
1114 }
1115 }
1116 else
1117 { /* not applied */
1118 if (sack->slaying)
1119 { /* it's locked */
1120 tmp = find_key (op, op, sack);
1121 if (tmp)
1122 {
1123 sprintf (buf, "You unlock %s with %s.", query_name (sack), query_name (tmp));
1124 SET_FLAG (sack, FLAG_APPLIED);
1125 if (sack->env == NULL)
1126 { /* if it's on ground,open it also */
1127 new_draw_info (NDI_UNIQUE, 0, op, buf);
1128 apply_container (op, sack);
1129 return 1;
1041 } 1130 }
1042 } 1131 }
1043 }
1044 }
1045
1046 if (QUERY_FLAG (sack, FLAG_APPLIED)) {
1047 if (op->container) {
1048 if (op->container != sack) {
1049 tmp = op->container;
1050 apply_container (op, tmp);
1051 sprintf (buf, "You close %s and open ", query_name(tmp));
1052 op->container = sack;
1053 strcat (buf, query_name(sack));
1054 strcat (buf, ".");
1055 } else { 1132 else
1056 CLEAR_FLAG (sack, FLAG_APPLIED); 1133 {
1057 op->container = NULL;
1058 sprintf (buf, "You close %s.", query_name(sack)); 1134 sprintf (buf, "You don't have the key to unlock %s.", query_name (sack));
1059 } 1135 }
1136 }
1060 } else { 1137 else
1061 CLEAR_FLAG (sack, FLAG_APPLIED); 1138 {
1062 sprintf (buf, "You open %s.", query_name(sack)); 1139 sprintf (buf, "You readied %s.", query_name (sack));
1063 SET_FLAG (sack, FLAG_APPLIED); 1140 SET_FLAG (sack, FLAG_APPLIED);
1064 op->container = sack; 1141 if (sack->env == NULL)
1065 } 1142 { /* if it's on ground,open it also */
1066 } else { /* not applied */
1067 if (sack->slaying) { /* it's locked */
1068 tmp = find_key(op, op, sack);
1069 if (tmp) {
1070 sprintf (buf, "You unlock %s with %s.", query_name(sack), query_name(tmp));
1071 SET_FLAG (sack, FLAG_APPLIED);
1072 if (sack->env == NULL) { /* if it's on ground,open it also */
1073 new_draw_info (NDI_UNIQUE,0,op, buf); 1143 new_draw_info (NDI_UNIQUE, 0, op, buf);
1074 apply_container (op, sack); 1144 apply_container (op, sack);
1075 return 1; 1145 return 1;
1076 } 1146 }
1077 } else {
1078 sprintf (buf, "You don't have the key to unlock %s.",
1079 query_name(sack));
1080 } 1147 }
1081 } else {
1082 sprintf (buf, "You readied %s.", query_name(sack));
1083 SET_FLAG (sack, FLAG_APPLIED);
1084 if (sack->env == NULL) { /* if it's on ground,open it also */
1085 new_draw_info (NDI_UNIQUE, 0, op, buf);
1086 apply_container (op, sack);
1087 return 1;
1088 }
1089 }
1090 } 1148 }
1149
1091 new_draw_info (NDI_UNIQUE, 0, op, buf); 1150 new_draw_info (NDI_UNIQUE, 0, op, buf);
1092 if (op->contr) op->contr->socket.update_look=1; 1151
1152 if (op->contr)
1153 op->contr->socket->floorbox_update ();
1154
1093 return 1; 1155 return 1;
1094} 1156}
1095 1157
1096/** 1158/**
1097 * Eneq(@csd.uu.se): Handle apply on containers. This is for containers 1159 * Eneq(@csd.uu.se): Handle apply on containers. This is for containers
1098 * the player has in their inventory, eg, sacks, luggages, etc. 1160 * the player has in their inventory, eg, sacks, luggages, etc.
1105 * Reminder - there are three states for any container - closed (non applied), 1167 * Reminder - there are three states for any container - closed (non applied),
1106 * applied (not open, but objects that match get tossed into it), and open 1168 * applied (not open, but objects that match get tossed into it), and open
1107 * (applied flag set, and op->container points to the open container) 1169 * (applied flag set, and op->container points to the open container)
1108 */ 1170 */
1109 1171
1172int
1110int esrv_apply_container (object *op, object *sack) 1173esrv_apply_container (object *op, object *sack)
1111{ 1174{
1112 object *tmp=op->container; 1175 object *tmp = op->container;
1176
1113 if(op->type!=PLAYER) 1177 if (op->type != PLAYER)
1114 return 0; /* This might change */ 1178 return 0; /* This might change */
1115 1179
1116 if (sack==NULL || sack->type != CONTAINER) { 1180 if (sack == NULL || sack->type != CONTAINER)
1117 LOG (llevError, 1181 {
1118 "esrv_apply_container: %s is not container!\n",sack?sack->name:"NULL"); 1182 LOG (llevError, "esrv_apply_container: %s is not container!\n", sack ? &sack->name : "[nullobject]");
1119 return 0; 1183 return 0;
1120 } 1184 }
1121 1185
1122 /* If we have a currently open container, then it needs to be closed in all cases 1186 /* If we have a currently open container, then it needs to be closed in all cases
1123 * if we are opening this one up. We then fall through if appropriate for 1187 * if we are opening this one up. We then fall through if appropriate for
1124 * openening the new container. 1188 * openening the new container.
1125 */ 1189 */
1126 1190
1127 if (op->container && QUERY_FLAG(sack, FLAG_APPLIED)) { 1191 if (op->container && QUERY_FLAG (sack, FLAG_APPLIED))
1128 if (op->container->env != op) { /* if container is on the ground */ 1192 {
1193 if (op->container->env != op)
1194 { /* if container is on the ground */
1129 op->container->move_off = 0; 1195 op->container->move_off = 0;
1130 } 1196 }
1131 1197
1132 if (INVOKE_OBJECT (CLOSE, tmp, ARG_OBJECT (op))) 1198 if (INVOKE_OBJECT (CLOSE, tmp, ARG_OBJECT (op)))
1133 return 1; 1199 return 1;
1134 1200
1135 new_draw_info_format(NDI_UNIQUE, 0, op, "You close %s.", 1201 new_draw_info_format (NDI_UNIQUE, 0, op, "You close %s.", query_name (op->container));
1136 query_name(op->container));
1137 CLEAR_FLAG(op->container, FLAG_APPLIED); 1202 CLEAR_FLAG (op->container, FLAG_APPLIED);
1138 op->container=NULL; 1203 op->container = NULL;
1139 esrv_update_item (UPD_FLAGS, op, tmp); 1204 esrv_update_item (UPD_FLAGS, op, tmp);
1140 if (tmp == sack) return 1; 1205 if (tmp == sack)
1206 return 1;
1141 } 1207 }
1142 1208
1143 1209
1144 /* If the player is trying to open it (which he must be doing if we got here), 1210 /* If the player is trying to open it (which he must be doing if we got here),
1145 * and it is locked, check to see if player has the equipment to open it. 1211 * and it is locked, check to see if player has the equipment to open it.
1146 */ 1212 */
1147 1213
1148 if (sack->slaying) { /* it's locked */ 1214 if (sack->slaying)
1215 { /* it's locked */
1149 tmp=find_key(op, op, sack); 1216 tmp = find_key (op, op, sack);
1150 if (tmp) { 1217 if (tmp)
1218 {
1151 new_draw_info_format(NDI_UNIQUE, 0, op, "You unlock %s with %s.", query_name(sack), query_name(tmp)); 1219 new_draw_info_format (NDI_UNIQUE, 0, op, "You unlock %s with %s.", query_name (sack), query_name (tmp));
1220 }
1152 } else { 1221 else
1222 {
1153 new_draw_info_format(NDI_UNIQUE, 0, op, "You don't have the key to unlock %s.", 1223 new_draw_info_format (NDI_UNIQUE, 0, op, "You don't have the key to unlock %s.", query_name (sack));
1154 query_name(sack));
1155 return 0; 1224 return 0;
1156 } 1225 }
1157 } 1226 }
1158 1227
1159 /* By the time we get here, we have made sure any other container has been closed and 1228 /* By the time we get here, we have made sure any other container has been closed and
1160 * if this is a locked container, the player they key to open it. 1229 * if this is a locked container, the player they key to open it.
1161 */ 1230 */
1162 1231
1163 /* There are really two cases - the sack is either on the ground, or the sack is 1232 /* There are really two cases - the sack is either on the ground, or the sack is
1164 * part of the players inventory. If on the ground, we assume that the player is 1233 * part of the players inventory. If on the ground, we assume that the player is
1165 * opening it, since if it was being closed, that would have been taken care of above. 1234 * opening it, since if it was being closed, that would have been taken care of above.
1166 */ 1235 */
1167 1236
1168 1237
1169 if (sack->env != op) { 1238 if (sack->env != op)
1239 {
1170 /* Hypothetical case - the player is trying to open a sack that belong to someone 1240 /* Hypothetical case - the player is trying to open a sack that belong to someone
1171 * else. This normally should not happen, but a misbehaving client/player could 1241 * else. This normally should not happen, but a misbehaving client/player could
1172 * try to do it, so lets handle it gracefully. 1242 * try to do it, so lets handle it gracefully.
1173 */ 1243 */
1174 if (sack->env) { 1244 if (sack->env)
1245 {
1175 new_draw_info_format(NDI_UNIQUE, 0, op, "You can't open %s", 1246 new_draw_info_format (NDI_UNIQUE, 0, op, "You can't open %s", query_name (sack));
1176 query_name(sack));
1177 return 0; 1247 return 0;
1178 } 1248 }
1179 /* set these so when the player walks off, we can unapply the sack */ 1249 /* set these so when the player walks off, we can unapply the sack */
1180 sack->move_off = MOVE_ALL; /* trying force closing it */ 1250 sack->move_off = MOVE_ALL; /* trying force closing it */
1181 1251
1182 CLEAR_FLAG (sack, FLAG_APPLIED); 1252 CLEAR_FLAG (sack, FLAG_APPLIED);
1183 new_draw_info_format(NDI_UNIQUE, 0, op, "You open %s.", query_name(sack)); 1253 new_draw_info_format (NDI_UNIQUE, 0, op, "You open %s.", query_name (sack));
1184 SET_FLAG (sack, FLAG_APPLIED); 1254 SET_FLAG (sack, FLAG_APPLIED);
1185 op->container = sack; 1255 op->container = sack;
1186 esrv_update_item (UPD_FLAGS, op, sack); 1256 esrv_update_item (UPD_FLAGS, op, sack);
1187 esrv_send_inventory (op, sack); 1257 esrv_send_inventory (op, sack);
1188 1258
1189 } else { /* sack is in players inventory */ 1259 }
1190 if (QUERY_FLAG (sack, FLAG_APPLIED)) { /* readied sack becoming open */ 1260 else
1261 { /* sack is in players inventory */
1262 if (QUERY_FLAG (sack, FLAG_APPLIED))
1263 { /* readied sack becoming open */
1191 CLEAR_FLAG (sack, FLAG_APPLIED); 1264 CLEAR_FLAG (sack, FLAG_APPLIED);
1192 new_draw_info_format(NDI_UNIQUE, 0, op, "You open %s.", query_name(sack)); 1265 new_draw_info_format (NDI_UNIQUE, 0, op, "You open %s.", query_name (sack));
1193 SET_FLAG (sack, FLAG_APPLIED); 1266 SET_FLAG (sack, FLAG_APPLIED);
1194 op->container = sack; 1267 op->container = sack;
1195 esrv_update_item (UPD_FLAGS, op, sack); 1268 esrv_update_item (UPD_FLAGS, op, sack);
1196 esrv_send_inventory (op, sack); 1269 esrv_send_inventory (op, sack);
1270 }
1271 else
1197 } 1272 {
1198 else {
1199 CLEAR_FLAG (sack, FLAG_APPLIED); 1273 CLEAR_FLAG (sack, FLAG_APPLIED);
1200 new_draw_info_format(NDI_UNIQUE, 0, op, "You readied %s.", query_name(sack)); 1274 new_draw_info_format (NDI_UNIQUE, 0, op, "You readied %s.", query_name (sack));
1201 SET_FLAG (sack, FLAG_APPLIED); 1275 SET_FLAG (sack, FLAG_APPLIED);
1202 esrv_update_item (UPD_FLAGS, op, sack); 1276 esrv_update_item (UPD_FLAGS, op, sack);
1203 } 1277 }
1204 } 1278 }
1205 return 1; 1279 return 1;
1206} 1280}
1207 1281
1208 1282
1209/** 1283/**
1210 * Handles dropping things on altar. 1284 * Handles dropping things on altar.
1211 * Returns true if sacrifice was accepted. 1285 * Returns true if sacrifice was accepted.
1212 */ 1286 */
1287static int
1213static int apply_altar (object *altar, object *sacrifice, object *originator) 1288apply_altar (object *altar, object *sacrifice, object *originator)
1214{ 1289{
1215 /* Only players can make sacrifices on spell casting altars. */ 1290 /* Only players can make sacrifices on spell casting altars. */
1216 if (altar->inv && ( ! originator || originator->type != PLAYER)) 1291 if (altar->inv && (!originator || originator->type != PLAYER))
1217 return 0; 1292 return 0;
1218 1293
1219 if (operate_altar (altar, &sacrifice)) { 1294 if (operate_altar (altar, &sacrifice))
1295 {
1220 /* Simple check. Unfortunately, it means you can't cast magic bullet 1296 /* Simple check. Unfortunately, it means you can't cast magic bullet
1221 * with an altar. We call it a Potion - altars are stationary - it 1297 * with an altar. We call it a Potion - altars are stationary - it
1222 * is up to map designers to use them properly. 1298 * is up to map designers to use them properly.
1223 */ 1299 */
1224 if (altar->inv && altar->inv->type==SPELL) { 1300 if (altar->inv && altar->inv->type == SPELL)
1301 {
1225 new_draw_info_format (NDI_BLACK, 0, originator, "The altar casts %s.", 1302 new_draw_info_format (NDI_BLACK, 0, originator, "The altar casts %s.", &altar->inv->name);
1226 altar->inv->name);
1227 cast_spell (originator, altar, 0, altar->inv, NULL); 1303 cast_spell (originator, altar, 0, altar->inv, NULL);
1228 /* If it is connected, push the button. Fixes some problems with 1304 /* If it is connected, push the button. Fixes some problems with
1229 * old maps. 1305 * old maps.
1230 */ 1306 */
1307
1231/* push_button (altar);*/ 1308/* push_button (altar);*/
1309 }
1232 } else { 1310 else
1311 {
1233 altar->value = 1; /* works only once */ 1312 altar->value = 1; /* works only once */
1234 push_button (altar); 1313 push_button (altar);
1235 } 1314 }
1315
1236 return sacrifice == NULL; 1316 return !sacrifice;
1237 } else { 1317 }
1318 else
1238 return 0; 1319 return 0;
1239 }
1240} 1320}
1241
1242 1321
1243/** 1322/**
1244 * Handles 'movement' of shop mats. 1323 * Handles 'movement' of shop mats.
1245 * Returns 1 if 'op' was destroyed, 0 if not. 1324 * Returns 1 if 'op' was destroyed, 0 if not.
1246 * Largely re-written to not use nearly as many gotos, plus 1325 * Largely re-written to not use nearly as many gotos, plus
1247 * some of this code just looked plain out of date. 1326 * some of this code just looked plain out of date.
1248 * MSW 2001-08-29 1327 * MSW 2001-08-29
1249 */ 1328 */
1329int
1250int apply_shop_mat (object * shop_mat, object * op) 1330apply_shop_mat (object *shop_mat, object *op)
1251{ 1331{
1252 int rv = 0; 1332 int rv = 0;
1253 double opinion; 1333 double opinion;
1254 object *tmp, *next; 1334 object *tmp, *next;
1255 1335
1262 * the shop. 1342 * the shop.
1263 */ 1343 */
1264 for (tmp = op->inv; tmp; tmp = next) 1344 for (tmp = op->inv; tmp; tmp = next)
1265 { 1345 {
1266 next = tmp->below; 1346 next = tmp->below;
1347
1267 if (QUERY_FLAG (tmp, FLAG_UNPAID)) 1348 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1268 { 1349 {
1269 int i = find_free_spot (tmp, op->map, op->x, op->y, 1, 9); 1350 int i = find_free_spot (tmp, op->map, op->x, op->y, 1, 9);
1270 1351
1271 remove_ob (tmp); 1352 tmp->remove ();
1353
1272 if (i == -1) 1354 if (i == -1)
1273 i = 0; 1355 i = 0;
1356
1274 tmp->map = op->map; 1357 tmp->map = op->map;
1275 tmp->x = op->x + freearr_x[i]; 1358 tmp->x = op->x + freearr_x[i];
1276 tmp->y = op->y + freearr_y[i]; 1359 tmp->y = op->y + freearr_y[i];
1277 insert_ob_in_map (tmp, op->map, op, 0); 1360 insert_ob_in_map (tmp, op->map, op, 0);
1278 } 1361 }
1288 if (QUERY_FLAG (op, FLAG_UNPAID) || !QUERY_FLAG (op, FLAG_ALIVE)) 1371 if (QUERY_FLAG (op, FLAG_UNPAID) || !QUERY_FLAG (op, FLAG_ALIVE))
1289 { 1372 {
1290 1373
1291 /* Somebody dropped an unpaid item, just move to an adjacent place. */ 1374 /* Somebody dropped an unpaid item, just move to an adjacent place. */
1292 int i = find_free_spot (op, op->map, op->x, op->y, 1, 9); 1375 int i = find_free_spot (op, op->map, op->x, op->y, 1, 9);
1376
1293 if (i != -1) 1377 if (i != -1)
1294 {
1295 rv =
1296 transfer_ob (op, op->x + freearr_x[i], op->y + freearr_y[i], 1378 rv = transfer_ob (op, op->x + freearr_x[i], op->y + freearr_y[i], 0, shop_mat);
1297 0, shop_mat); 1379
1298 }
1299 return 0; 1380 return 0;
1300 } 1381 }
1301 /* Removed code that checked for multipart objects - it appears that 1382 /* Removed code that checked for multipart objects - it appears that
1302 * the teleport function should be able to handle this just fine. 1383 * the teleport function should be able to handle this just fine.
1303 */ 1384 */
1304 rv = teleport (shop_mat, SHOP_MAT, op); 1385 rv = teleport (shop_mat, SHOP_MAT, op);
1305 } 1386 }
1306 /* immediate block below is only used for players */ 1387 else if (can_pay (op) && get_payment (op))
1307 else if (can_pay (op))
1308 { 1388 {
1309 get_payment (op, op->inv); 1389 /* this is only used for players */
1310 rv = teleport (shop_mat, SHOP_MAT, op); 1390 rv = teleport (shop_mat, SHOP_MAT, op);
1311 1391
1312 if (shop_mat->msg) 1392 if (shop_mat->msg)
1313 {
1314 new_draw_info (NDI_UNIQUE, 0, op, shop_mat->msg); 1393 new_draw_info (NDI_UNIQUE, 0, op, shop_mat->msg);
1315 }
1316 /* This check below is a bit simplistic - generally it should be correct, 1394 /* This check below is a bit simplistic - generally it should be correct,
1317 * but there is never a guarantee that the bottom space on the map is 1395 * but there is never a guarantee that the bottom space on the map is
1318 * actually the shop floor. 1396 * actually the shop floor.
1319 */ 1397 */
1320 else if (!rv && !is_in_shop (op)) 1398 else if (!rv && !is_in_shop (op))
1321 { 1399 {
1322 opinion = shopkeeper_approval (op->map, op); 1400 opinion = shopkeeper_approval (op->map, op);
1401
1323 if (opinion > 0.9) 1402 if (opinion > 0.9)
1324 new_draw_info (NDI_UNIQUE, 0, op, 1403 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper gives you a friendly wave.");
1325 "The shopkeeper gives you a friendly wave.");
1326 else if (opinion > 0.75) 1404 else if (opinion > 0.75)
1327 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper waves to you."); 1405 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper waves to you.");
1328 else if (opinion > 0.5) 1406 else if (opinion > 0.5)
1329 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper ignores you."); 1407 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper ignores you.");
1330 else 1408 else
1331 new_draw_info (NDI_UNIQUE, 0, op, 1409 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper glares at you with contempt.");
1332 "The shopkeeper glares at you with contempt.");
1333 } 1410 }
1334 } 1411 }
1335 else 1412 else
1336 { 1413 {
1337 /* if we get here, a player tried to leave a shop but was not able 1414 /* if we get here, a player tried to leave a shop but was not able
1338 * to afford the items he has. We try to move the player so that 1415 * to afford the items he has. We try to move the player so that
1339 * they are not on the mat anymore 1416 * they are not on the mat anymore
1340 */ 1417 */
1341
1342 int i = find_free_spot (op, op->map, op->x, op->y, 1, 9); 1418 int i = find_free_spot (op, op->map, op->x, op->y, 1, 9);
1419
1343 if (i == -1) 1420 if (i == -1)
1344 { 1421 {
1345 LOG (llevError, "Internal shop-mat problem.\n"); 1422 LOG (llevError, "Internal shop-mat problem.\n");
1346 } 1423 }
1347 else 1424 else
1348 { 1425 {
1349 remove_ob (op); 1426 op->remove ();
1350 op->x += freearr_x[i]; 1427 op->x += freearr_x[i];
1351 op->y += freearr_y[i]; 1428 op->y += freearr_y[i];
1352 rv = insert_ob_in_map (op, op->map, shop_mat, 0) == NULL; 1429 rv = insert_ob_in_map (op, op->map, shop_mat, 0) == NULL;
1353 } 1430 }
1354 } 1431 }
1432
1355 CLEAR_FLAG (op, FLAG_NO_APPLY); 1433 CLEAR_FLAG (op, FLAG_NO_APPLY);
1356 return rv; 1434 return rv;
1357} 1435}
1358 1436
1359/** 1437/**
1360 * Handles applying a sign. 1438 * Handles applying a sign.
1361 */ 1439 */
1440static void
1362static void apply_sign (object *op, object *sign, int autoapply) 1441apply_sign (object *op, object *sign, int autoapply)
1363{ 1442{
1364 readable_message_type* msgType; 1443 readable_message_type *msgType;
1365 char newbuf[HUGE_BUF]; 1444 char newbuf[HUGE_BUF];
1445
1366 if (sign->msg == NULL) { 1446 if (sign->msg == NULL)
1447 {
1367 new_draw_info (NDI_UNIQUE, 0, op, "Nothing is written on it."); 1448 new_draw_info (NDI_UNIQUE, 0, op, "Nothing is written on it.");
1368 return; 1449 return;
1369 } 1450 }
1370 1451
1371 if (sign->stats.food) { 1452 if (sign->stats.food)
1453 {
1372 if (sign->last_eat >= sign->stats.food) { 1454 if (sign->last_eat >= sign->stats.food)
1455 {
1373 if (!sign->move_on) 1456 if (!sign->move_on)
1374 new_draw_info (NDI_UNIQUE, 0, op, "You cannot read it anymore."); 1457 new_draw_info (NDI_UNIQUE, 0, op, "You cannot read it anymore.");
1375 return; 1458 return;
1376 } 1459 }
1377 1460
1378 if (!QUERY_FLAG(op, FLAG_WIZPASS)) 1461 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1379 sign->last_eat++; 1462 sign->last_eat++;
1380 } 1463 }
1381 1464
1382 /* Sign or magic mouth? Do we need to see it, or does it talk to us? 1465 /* Sign or magic mouth? Do we need to see it, or does it talk to us?
1383 * No way to know for sure. The presumption is basically that if 1466 * No way to know for sure. The presumption is basically that if
1384 * move_on is zero, it needs to be manually applied (doesn't talk 1467 * move_on is zero, it needs to be manually applied (doesn't talk
1385 * to us). 1468 * to us).
1386 */ 1469 */
1387 if (QUERY_FLAG (op, FLAG_BLIND) && ! QUERY_FLAG (op, FLAG_WIZ) && !sign->move_on) { 1470 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ) && !sign->move_on)
1388 new_draw_info (NDI_UNIQUE, 0, op, 1471 {
1389 "You are unable to read while blind."); 1472 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind.");
1390 return; 1473 return;
1391 } 1474 }
1392 msgType=get_readable_message_type(sign); 1475 msgType = get_readable_message_type (sign);
1393 snprintf(newbuf,sizeof(newbuf),"%hhu %s", autoapply?1:0,sign->msg); 1476 snprintf (newbuf, sizeof (newbuf), "%hhu %s", autoapply ? 1 : 0, &sign->msg);
1394 draw_ext_info(NDI_UNIQUE | NDI_NAVY, 0, op, msgType->message_type, msgType->message_subtype, newbuf, sign->msg); 1477 draw_ext_info (NDI_UNIQUE | NDI_NAVY, 0, op, msgType->message_type, msgType->message_subtype, newbuf, &sign->msg);
1395} 1478}
1396
1397 1479
1398/** 1480/**
1399 * 'victim' moves onto 'trap' 1481 * 'victim' moves onto 'trap'
1400 * 'victim' leaves 'trap' 1482 * 'victim' leaves 'trap'
1401 * effect is determined by move_on/move_off of trap and move_type of victime. 1483 * effect is determined by move_on/move_off of trap and move_type of victime.
1402 * 1484 *
1403 * originator: Player, monster or other object that caused 'victim' to move 1485 * originator: Player, monster or other object that caused 'victim' to move
1404 * onto 'trap'. Will receive messages caused by this action. May be NULL. 1486 * onto 'trap'. Will receive messages caused by this action. May be NULL.
1405 * However, some types of traps require an originator to function. 1487 * However, some types of traps require an originator to function.
1406 */ 1488 */
1489void
1407void move_apply (object *trap, object *victim, object *originator) 1490move_apply (object *trap, object *victim, object *originator)
1408{ 1491{
1409 static int recursion_depth = 0; 1492 static int recursion_depth = 0;
1410 1493
1411 /* Only exits affect DMs. */ 1494 /* Only exits affect DMs. */
1412 if (QUERY_FLAG(victim, FLAG_WIZPASS) && trap->type != EXIT && trap->type != SIGN) 1495 if (QUERY_FLAG (victim, FLAG_WIZPASS) && trap->type != EXIT && trap->type != SIGN)
1413 return; 1496 return;
1414 1497
1415 /* move_apply() is the most likely candidate for causing unwanted and 1498 /* move_apply() is the most likely candidate for causing unwanted and
1416 * possibly unlimited recursion. 1499 * possibly unlimited recursion.
1417 */ 1500 */
1419 * maps to fail. 1) it's not an error to recurse: 1502 * maps to fail. 1) it's not an error to recurse:
1420 * rune detonates, summoning monster. monster lands on nearby rune. 1503 * rune detonates, summoning monster. monster lands on nearby rune.
1421 * nearby rune detonates. This sort of recursion is expected and 1504 * nearby rune detonates. This sort of recursion is expected and
1422 * proper. This code was causing needless crashes. 1505 * proper. This code was causing needless crashes.
1423 */ 1506 */
1424 if (recursion_depth >= 500) { 1507 if (recursion_depth >= 500)
1508 {
1425 LOG (llevDebug, "WARNING: move_apply(): aborting recursion " 1509 LOG (llevDebug, "WARNING: move_apply(): aborting recursion "
1426 "[trap arch %s, name %s; victim arch %s, name %s]\n", 1510 "[trap arch %s, name %s; victim arch %s, name %s]\n", &trap->arch->name, &trap->name, &victim->arch->name, &victim->name);
1427 trap->arch->name, trap->name, victim->arch->name, victim->name);
1428 return; 1511 return;
1429 } 1512 }
1430 recursion_depth++; 1513 recursion_depth++;
1431 if (trap->head) trap=trap->head; 1514 if (trap->head)
1515 trap = trap->head;
1432 1516
1433 if (INVOKE_OBJECT (MOVE_TRIGGER, trap, ARG_OBJECT (victim), ARG_OBJECT (originator))) 1517 if (INVOKE_OBJECT (MOVE_TRIGGER, trap, ARG_OBJECT (victim), ARG_OBJECT (originator)))
1518 goto leave;
1519
1520 switch (trap->type)
1521 {
1522 case PLAYERMOVER:
1523 if (trap->attacktype && (trap->level || victim->type != PLAYER) && !should_director_abort (trap, victim))
1524 {
1525 if (!trap->stats.maxsp)
1526 trap->stats.maxsp = 2;
1527
1528 /* Is this correct? From the docs, it doesn't look like it
1529 * should be divided by trap->speed
1530 */
1531 victim->speed_left = -FABS (trap->stats.maxsp * victim->speed / trap->speed);
1532
1533 /* Just put in some sanity check. I think there is a bug in the
1534 * above with some objects have zero speed, and thus the player
1535 * getting permanently paralyzed.
1536 */
1537 if (victim->speed_left < -50.0)
1538 victim->speed_left = -50.0;
1539 /* LOG(llevDebug, "apply, playermove, player speed_left=%f\n", victim->speed_left); */
1540 }
1434 goto leave; 1541 goto leave;
1435 1542
1436 switch (trap->type) { 1543 case SPINNER:
1437 case PLAYERMOVER: 1544 if (victim->direction)
1438 if (trap->attacktype && (trap->level || victim->type!=PLAYER) && 1545 {
1439 !should_director_abort(trap, victim)) { 1546 victim->direction = absdir (victim->direction - trap->stats.sp);
1440 if (!trap->stats.maxsp) trap->stats.maxsp=2; 1547 update_turn_face (victim);
1548 }
1549 goto leave;
1441 1550
1442 /* Is this correct? From the docs, it doesn't look like it 1551 case DIRECTOR:
1443 * should be divided by trap->speed 1552 if (victim->direction && !should_director_abort (trap, victim))
1553 {
1554 victim->direction = trap->stats.sp;
1555 update_turn_face (victim);
1556 }
1557 goto leave;
1558
1559 case BUTTON:
1560 case PEDESTAL:
1561 update_button (trap);
1562 goto leave;
1563
1564 case ALTAR:
1565 /* sacrifice victim on trap */
1566 apply_altar (trap, victim, originator);
1567 goto leave;
1568
1569 case THROWN_OBJ:
1570 if (trap->inv == NULL)
1571 goto leave;
1572 /* fallthrough */
1573
1574 case ARROW:
1575 /* bad bug: monster throw a object, make a step forwards, step on object ,
1576 * trigger this here and get hit by own missile - and will be own enemy.
1577 * Victim then is his own enemy and will start to kill herself (this is
1578 * removed) but we have not synced victim and his missile. To avoid senseless
1579 * action, we avoid hits here
1580 */
1581 if ((QUERY_FLAG (victim, FLAG_ALIVE) && trap->speed) && trap->owner != victim)
1582 hit_with_arrow (trap, victim);
1583 goto leave;
1584
1585 case SPELL_EFFECT:
1586 apply_spell_effect (trap, victim);
1587 goto leave;
1588
1589 case TRAPDOOR:
1590 {
1591 int max, sound_was_played;
1592 object *ab, *ab_next;
1593
1594 if (!trap->value)
1444 */ 1595 {
1445 victim->speed_left = -FABS(trap->stats.maxsp*victim->speed/trap->speed); 1596 int tot;
1446 1597
1447 /* Just put in some sanity check. I think there is a bug in the 1598 for (ab = trap->above, tot = 0; ab != NULL; ab = ab->above)
1448 * above with some objects have zero speed, and thus the player 1599 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
1449 * getting permanently paralyzed. 1600 tot += (ab->nrof ? ab->nrof : 1) * ab->weight + ab->carrying;
1450 */ 1601
1451 if (victim->speed_left<-50.0) victim->speed_left=-50.0; 1602 if (!(trap->value = (tot > trap->weight) ? 1 : 0))
1452 /* LOG(llevDebug, "apply, playermove, player speed_left=%f\n", victim->speed_left);*/ 1603 goto leave;
1604
1605 SET_ANIMATION (trap, trap->value);
1606 update_object (trap, UP_OBJ_FACE);
1453 } 1607 }
1454 goto leave;
1455 1608
1456 case SPINNER:
1457 if(victim->direction) {
1458 victim->direction=absdir(victim->direction-trap->stats.sp);
1459 update_turn_face(victim);
1460 }
1461 goto leave;
1462
1463 case DIRECTOR:
1464 if(victim->direction && !should_director_abort(trap, victim)) {
1465 victim->direction=trap->stats.sp;
1466 update_turn_face(victim);
1467 }
1468 goto leave;
1469
1470 case BUTTON:
1471 case PEDESTAL:
1472 update_button(trap);
1473 goto leave;
1474
1475 case ALTAR:
1476 /* sacrifice victim on trap */
1477 apply_altar (trap, victim, originator);
1478 goto leave;
1479
1480 case THROWN_OBJ:
1481 if (trap->inv == NULL)
1482 goto leave;
1483 /* fallthrough */
1484
1485 case ARROW:
1486
1487 /* bad bug: monster throw a object, make a step forwards, step on object ,
1488 * trigger this here and get hit by own missile - and will be own enemy.
1489 * Victim then is his own enemy and will start to kill herself (this is
1490 * removed) but we have not synced victim and his missile. To avoid senseless
1491 * action, we avoid hits here
1492 */
1493 if ((QUERY_FLAG (victim, FLAG_ALIVE) && trap->speed) && trap->owner != victim)
1494 hit_with_arrow (trap, victim);
1495 goto leave;
1496
1497 case SPELL_EFFECT:
1498 apply_spell_effect(trap, victim);
1499 goto leave;
1500
1501 case TRAPDOOR:
1502 {
1503 int max, sound_was_played;
1504 object *ab, *ab_next;
1505 if(!trap->value) {
1506 int tot;
1507 for(ab=trap->above,tot=0;ab!=NULL;ab=ab->above)
1508 if ((ab->move_type && trap->move_on) || ab->move_type==0)
1509 tot += (ab->nrof ? ab->nrof : 1) * ab->weight + ab->carrying;
1510
1511 if(!(trap->value=(tot>trap->weight)?1:0))
1512 goto leave;
1513
1514 SET_ANIMATION(trap, trap->value);
1515 update_object(trap,UP_OBJ_FACE);
1516 }
1517
1518 for (ab = trap->above, max=100, sound_was_played = 0; --max && ab; ab=ab_next) { 1609 for (ab = trap->above, max = 100, sound_was_played = 0; --max && ab; ab = ab_next)
1610 {
1519 /* need to set this up, since if we do transfer the object, 1611 /* need to set this up, since if we do transfer the object,
1520 * ab->above would be bogus 1612 * ab->above would be bogus
1521 */ 1613 */
1522 ab_next = ab->above; 1614 ab_next = ab->above;
1523 1615
1524 if ((ab->move_type && trap->move_on) || ab->move_type==0) { 1616 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
1617 {
1525 if ( ! sound_was_played) { 1618 if (!sound_was_played)
1619 {
1526 play_sound_map(trap->map, trap->x, trap->y, SOUND_FALL_HOLE); 1620 play_sound_map (trap->map, trap->x, trap->y, SOUND_FALL_HOLE);
1527 sound_was_played = 1; 1621 sound_was_played = 1;
1528 } 1622 }
1529 new_draw_info(NDI_UNIQUE, 0,ab,"You fall into a trapdoor!"); 1623 new_draw_info (NDI_UNIQUE, 0, ab, "You fall into a trapdoor!");
1530 transfer_ob(ab,(int)EXIT_X(trap),(int)EXIT_Y(trap),0,ab); 1624 transfer_ob (ab, (int) EXIT_X (trap), (int) EXIT_Y (trap), 0, ab);
1531 } 1625 }
1532 } 1626 }
1533 goto leave; 1627 goto leave;
1534 } 1628 }
1535 1629
1536 1630
1537 case CONVERTER: 1631 case CONVERTER:
1538 if (convert_item (victim, trap) < 0) { 1632 if (convert_item (victim, trap) < 0)
1633 {
1539 object *op; 1634 object *op;
1540 1635
1541 new_draw_info_format(NDI_UNIQUE, 0, originator, "The %s seems to be broken!", query_name(trap)); 1636 new_draw_info_format (NDI_UNIQUE, 0, originator, "The %s seems to be broken!", query_name (trap));
1542 1637
1543 op = get_archetype("burnout"); 1638 op = get_archetype ("burnout");
1544 if (op != NULL) { 1639 if (op != NULL)
1640 {
1545 op->x = trap->x; 1641 op->x = trap->x;
1546 op->y = trap->y; 1642 op->y = trap->y;
1547 insert_ob_in_map(op, trap->map, trap, 0); 1643 insert_ob_in_map (op, trap->map, trap, 0);
1548 } 1644 }
1549 } 1645 }
1550 goto leave; 1646 goto leave;
1551 1647
1552 case TRIGGER_BUTTON: 1648 case TRIGGER_BUTTON:
1553 case TRIGGER_PEDESTAL: 1649 case TRIGGER_PEDESTAL:
1554 case TRIGGER_ALTAR: 1650 case TRIGGER_ALTAR:
1555 check_trigger (trap, victim); 1651 check_trigger (trap, victim);
1556 goto leave; 1652 goto leave;
1557 1653
1558 case DEEP_SWAMP: 1654 case DEEP_SWAMP:
1559 walk_on_deep_swamp (trap, victim); 1655 walk_on_deep_swamp (trap, victim);
1560 goto leave; 1656 goto leave;
1561 1657
1562 case CHECK_INV: 1658 case CHECK_INV:
1563 check_inv (victim, trap); 1659 check_inv (victim, trap);
1660 goto leave;
1661
1662 case HOLE:
1663 /* Hole not open? */
1664 if (trap->stats.wc > 0)
1564 goto leave; 1665 goto leave;
1565 1666
1566 case HOLE:
1567 /* Hole not open? */
1568 if(trap->stats.wc > 0)
1569 goto leave;
1570
1571 /* Is this a multipart monster and not the head? If so, return. 1667 /* Is this a multipart monster and not the head? If so, return.
1572 * Processing will happen if the head runs into the pit 1668 * Processing will happen if the head runs into the pit
1669 */
1670 if (victim->head)
1671 goto leave;
1672
1673 play_sound_map (victim->map, victim->x, victim->y, SOUND_FALL_HOLE);
1674 new_draw_info (NDI_UNIQUE, 0, victim, "You fall through the hole!\n");
1675 transfer_ob (victim, EXIT_X (trap), EXIT_Y (trap), 1, victim);
1676 goto leave;
1677
1678 case EXIT:
1679 if (victim->type == PLAYER && EXIT_PATH (trap))
1680 {
1681 /* Basically, don't show exits leading to random maps the
1682 * players output.
1573 */ 1683 */
1574 if (victim->head)
1575 goto leave;
1576
1577 play_sound_map (victim->map, victim->x, victim->y, SOUND_FALL_HOLE);
1578 new_draw_info (NDI_UNIQUE, 0, victim, "You fall through the hole!\n");
1579 transfer_ob (victim, EXIT_X (trap), EXIT_Y (trap), 1, victim);
1580 goto leave;
1581
1582 case EXIT:
1583 if (victim->type == PLAYER && EXIT_PATH (trap)) {
1584 /* Basically, don't show exits leading to random maps the
1585 * players output.
1586 */
1587 if (trap->msg && strncmp(EXIT_PATH(trap),"/!",2) && strncmp(EXIT_PATH(trap), "/random/", 8)) 1684 if (trap->msg && strncmp (EXIT_PATH (trap), "/!", 2) && strncmp (EXIT_PATH (trap), "/random/", 8))
1588 new_draw_info (NDI_NAVY, 0, victim, trap->msg); 1685 new_draw_info (NDI_NAVY, 0, victim, trap->msg);
1589 enter_exit (victim, trap); 1686 enter_exit (victim, trap);
1590 } 1687 }
1591 goto leave; 1688 goto leave;
1592 1689
1593 case ENCOUNTER: 1690 case ENCOUNTER:
1594 /* may be some leftovers on this */ 1691 /* may be some leftovers on this */
1595 goto leave; 1692 goto leave;
1596 1693
1597 case SHOP_MAT: 1694 case SHOP_MAT:
1598 apply_shop_mat (trap, victim); 1695 apply_shop_mat (trap, victim);
1599 goto leave; 1696 goto leave;
1600 1697
1601 /* Drop a certain amount of gold, and have one item identified */ 1698 /* Drop a certain amount of gold, and have one item identified */
1602 case IDENTIFY_ALTAR: 1699 case IDENTIFY_ALTAR:
1603 apply_id_altar (victim, trap, originator); 1700 apply_id_altar (victim, trap, originator);
1604 goto leave; 1701 goto leave;
1605 1702
1606 case SIGN: 1703 case SIGN:
1607 if (victim->type != PLAYER && trap->stats.food > 0) 1704 if (victim->type != PLAYER && trap->stats.food > 0)
1608 goto leave; /* monsters musn't apply magic_mouths with counters */ 1705 goto leave; /* monsters musn't apply magic_mouths with counters */
1609 1706
1610 apply_sign (victim, trap, 1); 1707 apply_sign (victim, trap, 1);
1611 goto leave; 1708 goto leave;
1612 1709
1613 case CONTAINER: 1710 case CONTAINER:
1614 if (victim->type==PLAYER) 1711 if (victim->type == PLAYER)
1615 (void) esrv_apply_container (victim, trap); 1712 (void) esrv_apply_container (victim, trap);
1616 else 1713 else
1617 (void) apply_container (victim, trap); 1714 (void) apply_container (victim, trap);
1618 goto leave; 1715 goto leave;
1619 1716
1620 case RUNE: 1717 case RUNE:
1621 case TRAP: 1718 case TRAP:
1622 if (trap->level && QUERY_FLAG (victim, FLAG_ALIVE)) { 1719 if (trap->level && QUERY_FLAG (victim, FLAG_ALIVE))
1720 {
1623 spring_trap(trap, victim); 1721 spring_trap (trap, victim);
1624 } 1722 }
1625 goto leave; 1723 goto leave;
1626 1724
1627 default: 1725 default:
1628 LOG (llevDebug, "name %s, arch %s, type %d with fly/walk on/off not " 1726 LOG (llevDebug, "name %s, arch %s, type %d with fly/walk on/off not "
1629 "handled in move_apply()\n", trap->name, trap->arch->name, 1727 "handled in move_apply()\n", &trap->name, &trap->arch->name, trap->type);
1630 trap->type);
1631 goto leave; 1728 goto leave;
1632 } 1729 }
1633 1730
1634 leave: 1731leave:
1635 recursion_depth--; 1732 recursion_depth--;
1636} 1733}
1637 1734
1638/** 1735/**
1639 * Handles reading a regular (ie not containing a spell) book. 1736 * Handles reading a regular (ie not containing a spell) book.
1640 */ 1737 */
1738static void
1641static void apply_book (object *op, object *tmp) 1739apply_book (object *op, object *tmp)
1642{ 1740{
1643 int lev_diff; 1741 int lev_diff;
1644 object *skill_ob; 1742 object *skill_ob;
1645 1743
1646 if(QUERY_FLAG(op, FLAG_BLIND)&&!QUERY_FLAG(op,FLAG_WIZ)) { 1744 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1745 {
1647 new_draw_info(NDI_UNIQUE, 0,op,"You are unable to read while blind."); 1746 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind.");
1648 return; 1747 return;
1649 } 1748 }
1650 if(tmp->msg==NULL) { 1749 if (tmp->msg == NULL)
1651 new_draw_info_format(NDI_UNIQUE, 0, op, 1750 {
1652 "You open the %s and find it empty.", tmp->name); 1751 new_draw_info_format (NDI_UNIQUE, 0, op, "You open the %s and find it empty.", &tmp->name);
1653 return; 1752 return;
1654 } 1753 }
1655 1754
1656 /* need a literacy skill to read stuff! */ 1755 /* need a literacy skill to read stuff! */
1657 skill_ob = find_skill_by_name(op, tmp->skill); 1756 skill_ob = find_skill_by_name (op, tmp->skill);
1658 if ( ! skill_ob) { 1757 if (!skill_ob)
1659 new_draw_info(NDI_UNIQUE, 0,op, 1758 {
1660 "You are unable to decipher the strange symbols."); 1759 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to decipher the strange symbols.");
1661 return; 1760 return;
1662 } 1761 }
1663 lev_diff = tmp->level - (skill_ob->level + 5); 1762 lev_diff = tmp->level - (skill_ob->level + 5);
1664 if ( ! QUERY_FLAG (op, FLAG_WIZ) && lev_diff > 0) { 1763 if (!QUERY_FLAG (op, FLAG_WIZ) && lev_diff > 0)
1764 {
1665 if (lev_diff < 2) 1765 if (lev_diff < 2)
1666 new_draw_info(NDI_UNIQUE, 0,op,"This book is just barely beyond your comprehension."); 1766 new_draw_info (NDI_UNIQUE, 0, op, "This book is just barely beyond your comprehension.");
1667 else if (lev_diff < 3) 1767 else if (lev_diff < 3)
1668 new_draw_info(NDI_UNIQUE, 0,op,"This book is slightly beyond your comprehension."); 1768 new_draw_info (NDI_UNIQUE, 0, op, "This book is slightly beyond your comprehension.");
1669 else if (lev_diff < 5) 1769 else if (lev_diff < 5)
1670 new_draw_info(NDI_UNIQUE, 0,op,"This book is beyond your comprehension."); 1770 new_draw_info (NDI_UNIQUE, 0, op, "This book is beyond your comprehension.");
1671 else if (lev_diff < 8) 1771 else if (lev_diff < 8)
1672 new_draw_info(NDI_UNIQUE, 0,op,"This book is quite a bit beyond your comprehension."); 1772 new_draw_info (NDI_UNIQUE, 0, op, "This book is quite a bit beyond your comprehension.");
1673 else if (lev_diff < 15) 1773 else if (lev_diff < 15)
1674 new_draw_info(NDI_UNIQUE, 0,op,"This book is way beyond your comprehension."); 1774 new_draw_info (NDI_UNIQUE, 0, op, "This book is way beyond your comprehension.");
1675 else 1775 else
1676 new_draw_info(NDI_UNIQUE, 0,op,"This book is totally beyond your comprehension."); 1776 new_draw_info (NDI_UNIQUE, 0, op, "This book is totally beyond your comprehension.");
1677 return; 1777 return;
1678 } 1778 }
1679 1779
1680 readable_message_type* msgType = get_readable_message_type(tmp); 1780 readable_message_type *msgType = get_readable_message_type (tmp);
1781
1681 draw_ext_info_format(NDI_UNIQUE | NDI_NAVY, 0, op, 1782 draw_ext_info_format (NDI_UNIQUE | NDI_NAVY, 0, op,
1682 msgType->message_type, msgType->message_subtype, 1783 msgType->message_type, msgType->message_subtype,
1683 "You open the %s and start reading.\n%s", 1784 "You open the %s and start reading.\n%s", "%s\n%s", long_desc (tmp, op), &tmp->msg);
1684 "%s\n%s",
1685 long_desc(tmp,op), tmp->msg);
1686 1785
1687 /* gain xp from reading */ 1786 /* gain xp from reading */
1688 if(!QUERY_FLAG(tmp,FLAG_NO_SKILL_IDENT)) { /* only if not read before */ 1787 if (!QUERY_FLAG (tmp, FLAG_NO_SKILL_IDENT))
1788 { /* only if not read before */
1689 int exp_gain=calc_skill_exp(op,tmp, skill_ob); 1789 int exp_gain = calc_skill_exp (op, tmp, skill_ob);
1790
1690 if(!QUERY_FLAG(tmp,FLAG_IDENTIFIED)) { 1791 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1792 {
1691 /*exp_gain *= 2; because they just identified it too */ 1793 /*exp_gain *= 2; because they just identified it too */
1692 SET_FLAG(tmp,FLAG_IDENTIFIED); 1794 SET_FLAG (tmp, FLAG_IDENTIFIED);
1795
1693 /* If in a container, update how it looks */ 1796 /* If in a container, update how it looks */
1797 if (tmp->env)
1694 if(tmp->env) esrv_update_item(UPD_FLAGS|UPD_NAME, op,tmp); 1798 esrv_update_item (UPD_FLAGS | UPD_NAME, op, tmp);
1695 else op->contr->socket.update_look=1; 1799 else
1800 op->contr->socket->floorbox_update ();
1696 } 1801 }
1802
1697 change_exp(op,exp_gain, skill_ob->skill, 0); 1803 change_exp (op, exp_gain, skill_ob->skill, 0);
1698 SET_FLAG(tmp,FLAG_NO_SKILL_IDENT); /* so no more xp gained from this book */ 1804 SET_FLAG (tmp, FLAG_NO_SKILL_IDENT); /* so no more xp gained from this book */
1699 } 1805 }
1700} 1806}
1701 1807
1702/** 1808/**
1703 * Handles the applying of a skill scroll, calling learn_skill straight. 1809 * Handles the applying of a skill scroll, calling learn_skill straight.
1704 * op is the person learning the skill, tmp is the skill scroll object 1810 * op is the person learning the skill, tmp is the skill scroll object
1705 */ 1811 */
1812static void
1706static void apply_skillscroll (object *op, object *tmp) 1813apply_skillscroll (object *op, object *tmp)
1707{ 1814{
1708 switch ((int) learn_skill (op, tmp)) { 1815 switch ((int) learn_skill (op, tmp))
1816 {
1709 case 0: 1817 case 0:
1710 new_draw_info(NDI_UNIQUE, 0,op,"You already possess the knowledge "); 1818 new_draw_info (NDI_UNIQUE, 0, op, "You already possess the knowledge ");
1711 new_draw_info_format(NDI_UNIQUE, 0,op,"held within the %s.\n",query_name(tmp)); 1819 new_draw_info_format (NDI_UNIQUE, 0, op, "held within the %s.\n", query_name (tmp));
1712 return; 1820 return;
1713 1821
1714 case 1: 1822 case 1:
1715 new_draw_info_format(NDI_UNIQUE, 0,op,"You succeed in learning %s", 1823 new_draw_info_format (NDI_UNIQUE, 0, op, "You succeed in learning %s", &tmp->skill);
1716 tmp->skill);
1717 new_draw_info_format(NDI_UNIQUE, 0, op,
1718 "Type 'bind ready_skill %s",tmp->skill);
1719 new_draw_info(NDI_UNIQUE, 0,op,"to store the skill in a key.");
1720 decrease_ob(tmp); 1824 decrease_ob (tmp);
1721 return; 1825 return;
1722 1826
1723 default: 1827 default:
1724 new_draw_info_format(NDI_UNIQUE,0,op, 1828 new_draw_info_format (NDI_UNIQUE, 0, op, "You fail to learn the knowledge of the %s.\n", query_name (tmp));
1725 "You fail to learn the knowledge of the %s.\n",query_name(tmp));
1726 decrease_ob(tmp); 1829 decrease_ob (tmp);
1727 return; 1830 return;
1728 } 1831 }
1729} 1832}
1730 1833
1731/** 1834/**
1732 * Actually makes op learn spell. 1835 * Actually makes op learn spell.
1733 * Informs player of what happens. 1836 * Informs player of what happens.
1734 */ 1837 */
1838void
1735void do_learn_spell (object *op, object *spell, int special_prayer) 1839do_learn_spell (object *op, object *spell, int special_prayer)
1736{ 1840{
1737 object *tmp; 1841 object *tmp;
1738 1842
1739 if (op->type != PLAYER) { 1843 if (op->type != PLAYER)
1844 {
1740 LOG (llevError, "BUG: do_learn_spell(): not a player\n"); 1845 LOG (llevError, "BUG: do_learn_spell(): not a player\n");
1741 return; 1846 return;
1742 } 1847 }
1743 1848
1744 /* Upgrade special prayers to normal prayers */ 1849 /* Upgrade special prayers to normal prayers */
1745 if ((tmp=check_spell_known (op, spell->name))!=NULL) { 1850 if ((tmp = check_spell_known (op, spell->name)) != NULL)
1851 {
1746 if (special_prayer && !QUERY_FLAG(tmp, FLAG_STARTEQUIP)) { 1852 if (special_prayer && !QUERY_FLAG (tmp, FLAG_STARTEQUIP))
1853 {
1747 LOG (llevError, "BUG: do_learn_spell(): spell already known, but not marked as startequip\n"); 1854 LOG (llevError, "BUG: do_learn_spell(): spell already known, but not marked as startequip\n");
1748 return; 1855 return;
1749 } 1856 }
1750 return; 1857 return;
1751 } 1858 }
1752 1859
1753 play_sound_player_only (op->contr, SOUND_LEARN_SPELL, 0, 0); 1860 play_sound_player_only (op->contr, SOUND_LEARN_SPELL, 0, 0);
1754 tmp = get_object(); 1861 tmp = spell->clone ();
1755 copy_object(spell, tmp);
1756 insert_ob_in_ob(tmp, op); 1862 insert_ob_in_ob (tmp, op);
1757 1863
1758 if (special_prayer) { 1864 if (special_prayer)
1759 SET_FLAG(tmp, FLAG_STARTEQUIP); 1865 SET_FLAG (tmp, FLAG_STARTEQUIP);
1760 }
1761 1866
1762 new_draw_info_format (NDI_UNIQUE, 0, op,
1763 "Type 'bind cast %s", spell->name);
1764 new_draw_info (NDI_UNIQUE, 0, op, "to store the spell in a key.");
1765 esrv_add_spells(op->contr, tmp); 1867 esrv_add_spells (op->contr, tmp);
1766} 1868}
1767 1869
1768/** 1870/**
1769 * Erases spell from player's inventory. 1871 * Erases spell from player's inventory.
1770 */ 1872 */
1873void
1771void do_forget_spell (object *op, const char *spell) 1874do_forget_spell (object *op, const char *spell)
1772{ 1875{
1773 object *spob; 1876 object *spob;
1774 1877
1775 if (op->type != PLAYER) { 1878 if (op->type != PLAYER)
1879 {
1776 LOG (llevError, "BUG: do_forget_spell(): not a player\n"); 1880 LOG (llevError, "BUG: do_forget_spell(): not a player\n");
1777 return; 1881 return;
1778 } 1882 }
1779 if ( (spob=check_spell_known (op, spell)) == NULL) { 1883 if ((spob = check_spell_known (op, spell)) == NULL)
1884 {
1780 LOG (llevError, "BUG: do_forget_spell(): spell not known\n"); 1885 LOG (llevError, "BUG: do_forget_spell(): spell not known\n");
1781 return; 1886 return;
1782 }
1783 1887 }
1784 new_draw_info_format (NDI_UNIQUE|NDI_NAVY, 0, op, 1888
1785 "You lose knowledge of %s.", spell); 1889 new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, op, "You lose knowledge of %s.", spell);
1786 player_unready_range_ob(op->contr, spob); 1890 player_unready_range_ob (op->contr, spob);
1787 esrv_remove_spell(op->contr, spob); 1891 esrv_remove_spell (op->contr, spob);
1788 remove_ob(spob); 1892 spob->destroy ();
1789 free_object(spob);
1790} 1893}
1791 1894
1792/** 1895/**
1793 * Handles player applying a spellbook. 1896 * Handles player applying a spellbook.
1794 * Checks whether player has knowledge of required skill, doesn't already know the spell, 1897 * Checks whether player has knowledge of required skill, doesn't already know the spell,
1795 * stuff like that. Random learning failure too. 1898 * stuff like that. Random learning failure too.
1796 */ 1899 */
1900static void
1797static void apply_spellbook (object *op, object *tmp) 1901apply_spellbook (object *op, object *tmp)
1798{ 1902{
1799 object *skop, *spell, *spell_skill; 1903 object *skop, *spell, *spell_skill;
1800 1904
1801 if(QUERY_FLAG(op, FLAG_BLIND)&&!QUERY_FLAG(op,FLAG_WIZ)) { 1905 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1906 {
1802 new_draw_info(NDI_UNIQUE, 0,op,"You are unable to read while blind."); 1907 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind.");
1803 return; 1908 return;
1804 } 1909 }
1805 1910
1806 /* artifact_spellbooks have 'slaying' field point to a spell name, 1911 /* artifact_spellbooks have 'slaying' field point to a spell name,
1807 * instead of having their spell stored in stats.sp. These are 1912 * instead of having their spell stored in stats.sp. These are
1808 * legacy spellbooks 1913 * legacy spellbooks
1809 */ 1914 */
1810 1915
1811 if(tmp->slaying != NULL) { 1916 if (tmp->slaying != NULL)
1917 {
1812 spell=arch_to_object(find_archetype_by_object_name(tmp->slaying)); 1918 spell = arch_to_object (find_archetype_by_object_name (tmp->slaying));
1813 if (!spell) { 1919 if (!spell)
1814 new_draw_info_format(NDI_UNIQUE, 0, op, 1920 {
1815 "The book's formula for %s is incomplete", tmp->slaying); 1921 new_draw_info_format (NDI_UNIQUE, 0, op, "The book's formula for %s is incomplete", &tmp->slaying);
1816 return; 1922 return;
1817 } 1923 }
1818 else 1924 else
1819 insert_ob_in_ob(spell, tmp); 1925 insert_ob_in_ob (spell, tmp);
1820 free_string(tmp->slaying);
1821 tmp->slaying=NULL; 1926 tmp->slaying = NULL;
1822 } 1927 }
1823 1928
1824 skop = find_skill_by_name(op, tmp->skill); 1929 skop = find_skill_by_name (op, tmp->skill);
1825 1930
1826 /* need a literacy skill to learn spells. Also, having a literacy level 1931 /* need a literacy skill to learn spells. Also, having a literacy level
1827 * lower than the spell will make learning the spell more difficult */ 1932 * lower than the spell will make learning the spell more difficult */
1828 if ( !skop) { 1933 if (!skop)
1934 {
1829 new_draw_info(NDI_UNIQUE, 0,op,"You can't read! Your attempt fails."); 1935 new_draw_info (NDI_UNIQUE, 0, op, "You can't read! Your attempt fails.");
1830 return; 1936 return;
1831 } 1937 }
1832 1938
1833 spell = tmp->inv; 1939 spell = tmp->inv;
1940
1834 if (!spell) { 1941 if (!spell)
1942 {
1835 LOG(llevError,"apply_spellbook: Book %s has no spell in it!\n", tmp->name); 1943 LOG (llevError, "apply_spellbook: Book %s has no spell in it!\n", &tmp->name);
1836 new_draw_info(NDI_UNIQUE, 0,op,"The spellbook symbols make no sense."); 1944 new_draw_info (NDI_UNIQUE, 0, op, "The spellbook symbols make no sense.");
1837 return;
1838 }
1839 if (spell->level > (skop->level+10)) {
1840 new_draw_info(NDI_UNIQUE, 0,op,"You are unable to decipher the strange symbols.");
1841 return; 1945 return;
1842 } 1946 }
1843 1947
1844 new_draw_info_format(NDI_UNIQUE, 0, op, 1948 if (skop->level < int (sqrtf (spell->level) * 1.5f))
1845 "The spellbook contains the %s level spell %s.", 1949 {
1846 get_levelnumber(spell->level), spell->name); 1950 new_draw_info (NDI_UNIQUE, 0, op, "It is too hard to read at your level: You are unable to decipher the strange symbols.");
1951 return;
1952 }
1847 1953
1954 new_draw_info_format (NDI_UNIQUE, 0, op, "The spellbook contains the %s level spell %s.", get_levelnumber (spell->level), &spell->name);
1955
1848 if (!QUERY_FLAG(tmp, FLAG_IDENTIFIED)) { 1956 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1957 {
1849 identify(tmp); 1958 identify (tmp);
1959
1850 if (tmp->env) 1960 if (tmp->env)
1851 esrv_update_item(UPD_FLAGS|UPD_NAME,op,tmp); 1961 esrv_update_item (UPD_FLAGS | UPD_NAME, op, tmp);
1852 else 1962 else
1853 op->contr->socket.update_look=1; 1963 op->contr->socket->floorbox_update ();
1854 } 1964 }
1855 1965
1856 /* I removed the check for special_prayer_mark here - it didn't make 1966 /* I removed the check for special_prayer_mark here - it didn't make
1857 * a lot of sense - special prayers are not found in spellbooks, and 1967 * a lot of sense - special prayers are not found in spellbooks, and
1858 * if the player doesn't know the spell, doesn't make a lot of sense that 1968 * if the player doesn't know the spell, doesn't make a lot of sense that
1859 * they would have a special prayer mark. 1969 * they would have a special prayer mark.
1860 */ 1970 */
1861 if (check_spell_known (op, spell->name)) { 1971 if (check_spell_known (op, spell->name))
1972 {
1862 new_draw_info(NDI_UNIQUE, 0,op,"You already know that spell.\n"); 1973 new_draw_info (NDI_UNIQUE, 0, op, "You already know that spell.\n");
1863 return; 1974 return;
1864 } 1975 }
1865 1976
1866 if (spell->skill) { 1977 if (spell->skill)
1978 {
1867 spell_skill = find_skill_by_name(op, spell->skill); 1979 spell_skill = find_skill_by_name (op, spell->skill);
1980
1868 if (!spell_skill) { 1981 if (!spell_skill)
1869 new_draw_info_format(NDI_UNIQUE, 0, op, 1982 {
1870 "You lack the skill %s to use this spell", 1983 new_draw_info_format (NDI_UNIQUE, 0, op, "You lack the skill %s to use this spell", &spell->skill);
1871 spell->skill);
1872 return; 1984 return;
1873 } 1985 }
1986
1874 if (spell_skill->level < spell->level) { 1987 if (spell_skill->level < spell->level)
1875 new_draw_info_format(NDI_UNIQUE, 0, op, 1988 {
1876 "You need to be level %d in %s to learn this spell.", 1989 new_draw_info_format (NDI_UNIQUE, 0, op, "You need to be level %d in %s to learn this spell.", spell->level, &spell->skill);
1877 spell->level, spell->skill);
1878 return; 1990 return;
1879 } 1991 }
1880 } 1992 }
1881 1993
1882 /* Logic as follows 1994 /* Logic as follows
1883 * 1995 *
1884 * 1- MU spells use Int to learn, Cleric spells use Wisdom 1996 * 1- MU spells use Int to learn, Cleric spells use Wisdom
1885 * 1997 *
1886 * 2- The learner's skill level in literacy adjusts the chance to learn 1998 * 2- The learner's skill level in literacy adjusts the chance to learn
1887 * a spell. 1999 * a spell.
1888 * 2000 *
1889 * 3 -Automatically fail to learn if you read while confused 2001 * 3 -Automatically fail to learn if you read while confused
1890 * 2002 *
1891 * Overall, chances are the same but a player will find having a high 2003 * Overall, chances are the same but a player will find having a high
1892 * literacy rate very useful! -b.t. 2004 * literacy rate very useful! -b.t.
1893 */ 2005 */
1894 if(QUERY_FLAG(op,FLAG_CONFUSED)) { 2006 if (QUERY_FLAG (op, FLAG_CONFUSED))
2007 {
1895 new_draw_info(NDI_UNIQUE,0,op,"In your confused state you flub the wording of the text!"); 2008 new_draw_info (NDI_UNIQUE, 0, op, "In your confused state you flub the wording of the text!");
1896 scroll_failure(op, 0 - random_roll(0, spell->level, op, PREFER_LOW), MAX(spell->stats.sp, spell->stats.grace)); 2009 scroll_failure (op, 0 - random_roll (0, spell->level, op, PREFER_LOW), MAX (spell->stats.sp, spell->stats.grace));
2010 }
1897 } else if(QUERY_FLAG(tmp,FLAG_STARTEQUIP) || 2011 else if (QUERY_FLAG (tmp, FLAG_STARTEQUIP) ||
1898 (random_roll(0, 100, op, PREFER_LOW)-(5*skop->level)) < 2012 (random_roll (0, 100, op, PREFER_LOW) - (5 * skop->level)) < learn_spell[spell->stats.grace ? op->stats.Wis : op->stats.Int])
1899 learn_spell[spell->stats.grace ? op->stats.Wis : op->stats.Int]) { 2013 {
1900 2014
1901 new_draw_info(NDI_UNIQUE, 0,op,"You succeed in learning the spell!"); 2015 new_draw_info (NDI_UNIQUE, 0, op, "You succeed in learning the spell!");
1902 do_learn_spell (op, spell, 0); 2016 do_learn_spell (op, spell, 0);
1903 2017
1904 /* xp gain to literacy for spell learning */ 2018 /* xp gain to literacy for spell learning */
1905 if ( ! QUERY_FLAG (tmp, FLAG_STARTEQUIP)) 2019 if (!QUERY_FLAG (tmp, FLAG_STARTEQUIP))
1906 change_exp(op,calc_skill_exp(op,tmp,skop), skop->skill, 0); 2020 change_exp (op, calc_skill_exp (op, tmp, skop), skop->skill, 0);
1907 } else { 2021 }
2022 else
2023 {
1908 play_sound_player_only(op->contr, SOUND_FUMBLE_SPELL,0,0); 2024 play_sound_player_only (op->contr, SOUND_FUMBLE_SPELL, 0, 0);
1909 new_draw_info(NDI_UNIQUE, 0,op,"You fail to learn the spell.\n"); 2025 new_draw_info (NDI_UNIQUE, 0, op, "You fail to learn the spell.\n");
1910 } 2026 }
1911 decrease_ob(tmp); 2027 decrease_ob (tmp);
1912} 2028}
1913 2029
1914/** 2030/**
1915 * Handles applying a spell scroll. 2031 * Handles applying a spell scroll.
1916 */ 2032 */
2033void
1917void apply_scroll (object *op, object *tmp, int dir) 2034apply_scroll (object *op, object *tmp, int dir)
1918{ 2035{
1919 object *skop; 2036 object *skop;
1920 2037
1921 if(QUERY_FLAG(op, FLAG_BLIND)&&!QUERY_FLAG(op,FLAG_WIZ)) { 2038 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
2039 {
1922 new_draw_info(NDI_UNIQUE, 0,op, "You are unable to read while blind."); 2040 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind.");
1923 return; 2041 return;
1924 } 2042 }
1925 2043
1926 if (!tmp->inv || tmp->inv->type != SPELL) { 2044 if (!tmp->inv || tmp->inv->type != SPELL)
1927 new_draw_info (NDI_UNIQUE, 0, op, 2045 {
1928 "The scroll just doesn't make sense!"); 2046 new_draw_info (NDI_UNIQUE, 0, op, "The scroll just doesn't make sense!");
1929 return; 2047 return;
1930 } 2048 }
1931 2049
1932 if(op->type==PLAYER) { 2050 if (op->type == PLAYER)
2051 {
1933 /* players need a literacy skill to read stuff! */ 2052 /* players need a literacy skill to read stuff! */
1934 int exp_gain=0; 2053 int exp_gain = 0;
1935 2054
1936 /* hard code literacy - tmp->skill points to where the exp 2055 /* hard code literacy - tmp->skill points to where the exp
1937 * should go for anything killed by the spell. 2056 * should go for anything killed by the spell.
1938 */ 2057 */
1939 skop = find_skill_by_name(op, skill_names[SK_LITERACY]); 2058 skop = find_skill_by_name (op, skill_names[SK_LITERACY]);
1940 2059
1941 if ( ! skop) { 2060 if (!skop)
1942 new_draw_info(NDI_UNIQUE, 0,op, 2061 {
1943 "You are unable to decipher the strange symbols."); 2062 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to decipher the strange symbols.");
1944 return; 2063 return;
1945 } 2064 }
1946 2065
1947 if((exp_gain = calc_skill_exp(op,tmp, skop))) 2066 if ((exp_gain = calc_skill_exp (op, tmp, skop)))
1948 change_exp(op,exp_gain, skop->skill, 0); 2067 change_exp (op, exp_gain, skop->skill, 0);
1949 } 2068 }
1950 2069
1951 if (!QUERY_FLAG(tmp, FLAG_IDENTIFIED)) 2070 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1952 identify(tmp); 2071 identify (tmp);
1953 2072
1954 new_draw_info_format(NDI_BLACK, 0, op, 2073 new_draw_info_format (NDI_BLACK, 0, op, "The scroll of %s turns to dust.", &tmp->inv->name);
1955 "The scroll of %s turns to dust.", tmp->inv->name);
1956 2074
1957 2075
1958 cast_spell(op,tmp,dir,tmp->inv, NULL); 2076 cast_spell (op, tmp, dir, tmp->inv, NULL);
1959 decrease_ob(tmp); 2077 decrease_ob (tmp);
1960} 2078}
1961 2079
1962/** 2080/**
1963 * Applies a treasure object - by default, chest. op 2081 * Applies a treasure object - by default, chest. op
1964 * is the person doing the applying, tmp is the treasure 2082 * is the person doing the applying, tmp is the treasure
1965 * chest. 2083 * chest.
1966 */ 2084 */
2085static void
1967static void apply_treasure (object *op, object *tmp) 2086apply_treasure (object *op, object *tmp)
1968{ 2087{
1969 object *treas; 2088 object *treas;
1970 tag_t tmp_tag = tmp->count, op_tag = op->count;
1971 2089
1972 2090
1973 /* Nice side effect of new treasure creation method is that the treasure 2091 /* Nice side effect of new treasure creation method is that the treasure
1974 * for the chest is done when the chest is created, and put into the chest 2092 * for the chest is done when the chest is created, and put into the chest
1975 * inventory. So that when the chest burns up, the items still exist. Also 2093 * inventory. So that when the chest burns up, the items still exist. Also
1976 * prevents people fromt moving chests to more difficult maps to get better 2094 * prevents people fromt moving chests to more difficult maps to get better
1977 * treasure 2095 * treasure
1978 */ 2096 */
1979 2097
1980 treas = tmp->inv; 2098 treas = tmp->inv;
1981 if(treas==NULL) { 2099 if (treas == NULL)
2100 {
1982 new_draw_info(NDI_UNIQUE, 0,op,"The chest was empty."); 2101 new_draw_info (NDI_UNIQUE, 0, op, "The chest was empty.");
1983 decrease_ob(tmp);
1984 return;
1985 }
1986 while (tmp->inv) {
1987 treas = tmp->inv;
1988
1989 remove_ob(treas);
1990 new_draw_info_format(NDI_UNIQUE, 0, op, "You find %s in the chest.",
1991 query_name(treas));
1992
1993 treas->x=op->x;
1994 treas->y=op->y;
1995 treas = insert_ob_in_map (treas, op->map, op,INS_BELOW_ORIGINATOR);
1996
1997 if (treas && (treas->type == RUNE || treas->type == TRAP) && treas->level
1998 && QUERY_FLAG (op, FLAG_ALIVE))
1999 spring_trap (treas, op);
2000 /* If either player or container was destroyed, no need to do
2001 * further processing. I think this should be enclused with
2002 * spring trap above, as I don't think there is otherwise
2003 * any way for the treasure chest or player to get killed
2004 */
2005 if (was_destroyed (op, op_tag) || was_destroyed (tmp, tmp_tag))
2006 break;
2007 }
2008
2009 if ( ! was_destroyed (tmp, tmp_tag) && tmp->inv == NULL)
2010 decrease_ob (tmp); 2102 decrease_ob (tmp);
2103 return;
2104 }
2105 while (tmp->inv)
2106 {
2107 treas = tmp->inv;
2108
2109 treas->remove ();
2110 new_draw_info_format (NDI_UNIQUE, 0, op, "You find %s in the chest.", query_name (treas));
2111
2112 treas->x = op->x;
2113 treas->y = op->y;
2114 treas = insert_ob_in_map (treas, op->map, op, INS_BELOW_ORIGINATOR);
2115
2116 if (treas && (treas->type == RUNE || treas->type == TRAP) && treas->level && QUERY_FLAG (op, FLAG_ALIVE))
2117 spring_trap (treas, op);
2118
2119 /* If either player or container was destroyed, no need to do
2120 * further processing. I think this should be enclused with
2121 * spring trap above, as I don't think there is otherwise
2122 * any way for the treasure chest or player to get killed
2123 */
2124 if (op->destroyed () || tmp->destroyed ())
2125 break;
2126 }
2127
2128 if (!tmp->destroyed () && tmp->inv == NULL)
2129 decrease_ob (tmp);
2011 2130
2012} 2131}
2013 2132
2014/** 2133/**
2015 * op eats food. 2134 * op eats food.
2016 * If player, takes care of messages and dragon special food. 2135 * If player, takes care of messages and dragon special food.
2017 */ 2136 */
2137static void
2018static void apply_food (object *op, object *tmp) 2138apply_food (object *op, object *tmp)
2019{ 2139{
2020 int capacity_remaining; 2140 int capacity_remaining;
2021 2141
2022 if(op->type!=PLAYER) 2142 if (op->type != PLAYER)
2023 op->stats.hp=op->stats.maxhp; 2143 op->stats.hp = op->stats.maxhp;
2024 else { 2144 else
2145 {
2025 /* check if this is a dragon (player), eating some flesh */ 2146 /* check if this is a dragon (player), eating some flesh */
2026 if (tmp->type==FLESH && is_dragon_pl(op) && dragon_eat_flesh(op, tmp)) 2147 if (tmp->type == FLESH && is_dragon_pl (op) && dragon_eat_flesh (op, tmp))
2027 ; 2148 ;
2028 else { 2149 else
2150 {
2029 /* usual case - no dragon meal: */ 2151 /* usual case - no dragon meal: */
2030 if(op->stats.food+tmp->stats.food>999) { 2152 if (op->stats.food + tmp->stats.food > 999)
2153 {
2031 if(tmp->type==FOOD || tmp->type==FLESH) 2154 if (tmp->type == FOOD || tmp->type == FLESH)
2032 new_draw_info(NDI_UNIQUE, 0,op,"You feel full, but what a waste of food!"); 2155 new_draw_info (NDI_UNIQUE, 0, op, "You feel full, but what a waste of food!");
2033 else 2156 else
2034 new_draw_info(NDI_UNIQUE, 0,op,"Most of the drink goes down your face not your throat!"); 2157 new_draw_info (NDI_UNIQUE, 0, op, "Most of the drink goes down your face not your throat!");
2035 } 2158 }
2036 2159
2037 if(!QUERY_FLAG(tmp, FLAG_CURSED)) { 2160 if (!QUERY_FLAG (tmp, FLAG_CURSED))
2161 {
2038 char buf[MAX_BUF]; 2162 char buf[MAX_BUF];
2039 2163
2040 if (!is_dragon_pl(op)) { 2164 if (!is_dragon_pl (op))
2165 {
2041 /* eating message for normal players*/ 2166 /* eating message for normal players */
2042 if(tmp->type==DRINK) 2167 if (tmp->type == DRINK)
2043 sprintf(buf,"Ahhh...that %s tasted good.",tmp->name); 2168 sprintf (buf, "Ahhh...that %s tasted good.", &tmp->name);
2169 else
2170 sprintf (buf, "The %s tasted %s", &tmp->name, tmp->type == FLESH ? "terrible!" : "good.");
2171 }
2044 else 2172 else
2045 sprintf(buf,"The %s tasted %s",tmp->name, 2173 {
2046 tmp->type==FLESH?"terrible!":"good.");
2047 }
2048 else {
2049 /* eating message for dragon players*/ 2174 /* eating message for dragon players */
2050 sprintf(buf,"The %s tasted terrible!",tmp->name); 2175 sprintf (buf, "The %s tasted terrible!", &tmp->name);
2051 } 2176 }
2052 2177
2053 new_draw_info(NDI_UNIQUE, 0,op,buf); 2178 new_draw_info (NDI_UNIQUE, 0, op, buf);
2054 capacity_remaining = 999 - op->stats.food; 2179 capacity_remaining = 999 - op->stats.food;
2055 op->stats.food+=tmp->stats.food; 2180 op->stats.food += tmp->stats.food;
2056 if(capacity_remaining < tmp->stats.food) 2181 if (capacity_remaining < tmp->stats.food)
2057 op->stats.hp += capacity_remaining / 50; 2182 op->stats.hp += capacity_remaining / 50;
2058 else 2183 else
2059 op->stats.hp+=tmp->stats.food/50; 2184 op->stats.hp += tmp->stats.food / 50;
2060 if(op->stats.hp>op->stats.maxhp) 2185 if (op->stats.hp > op->stats.maxhp)
2061 op->stats.hp=op->stats.maxhp; 2186 op->stats.hp = op->stats.maxhp;
2062 if (op->stats.food > 999) 2187 if (op->stats.food > 999)
2063 op->stats.food = 999; 2188 op->stats.food = 999;
2064 } 2189 }
2065 2190
2066 /* special food hack -b.t. */ 2191 /* special food hack -b.t. */
2067 if(tmp->title || QUERY_FLAG(tmp,FLAG_CURSED)) 2192 if (tmp->title || QUERY_FLAG (tmp, FLAG_CURSED))
2068 eat_special_food(op,tmp); 2193 eat_special_food (op, tmp);
2069 } 2194 }
2070 } 2195 }
2071 handle_apply_yield(tmp); 2196 handle_apply_yield (tmp);
2072 decrease_ob(tmp); 2197 decrease_ob (tmp);
2073} 2198}
2074 2199
2075/** 2200/**
2076 * A dragon is eating some flesh. If the flesh contains resistances, 2201 * A dragon is eating some flesh. If the flesh contains resistances,
2077 * there is a chance for the dragon's skin to get improved. 2202 * there is a chance for the dragon's skin to get improved.
2080 * object *op the object (dragon player) eating the flesh 2205 * object *op the object (dragon player) eating the flesh
2081 * object *meal the flesh item, getting chewed in dragon's mouth 2206 * object *meal the flesh item, getting chewed in dragon's mouth
2082 * return: 2207 * return:
2083 * int 1 if eating successful, 0 if it doesn't work 2208 * int 1 if eating successful, 0 if it doesn't work
2084 */ 2209 */
2210int
2085int dragon_eat_flesh(object *op, object *meal) { 2211dragon_eat_flesh (object *op, object *meal)
2212{
2086 object *skin = NULL; /* pointer to dragon skin force*/ 2213 object *skin = NULL; /* pointer to dragon skin force */
2087 object *abil = NULL; /* pointer to dragon ability force*/ 2214 object *abil = NULL; /* pointer to dragon ability force */
2088 object *tmp = NULL; /* tmp. object */ 2215 object *tmp = NULL; /* tmp. object */
2089 2216
2090 char buf[MAX_BUF]; /* tmp. string buffer */ 2217 char buf[MAX_BUF]; /* tmp. string buffer */
2091 double chance; /* improvement-chance of one resistance type */ 2218 double chance; /* improvement-chance of one resistance type */
2092 double totalchance=1; /* total chance of gaining one resistance */ 2219 double totalchance = 1; /* total chance of gaining one resistance */
2093 double bonus=0; /* level bonus (improvement is easier at lowlevel) */ 2220 double bonus = 0; /* level bonus (improvement is easier at lowlevel) */
2094 double mbonus=0; /* monster bonus */ 2221 double mbonus = 0; /* monster bonus */
2095 int atnr_winner[NROFATTACKS]; /* winning candidates for resistance improvement */ 2222 int atnr_winner[NROFATTACKS]; /* winning candidates for resistance improvement */
2096 int winners=0; /* number of winners */ 2223 int winners = 0; /* number of winners */
2097 int i; /* index */ 2224 int i; /* index */
2098 2225
2099 /* let's make sure and doublecheck the parameters */ 2226 /* let's make sure and doublecheck the parameters */
2100 if (meal->type!=FLESH || !is_dragon_pl(op)) 2227 if (meal->type != FLESH || !is_dragon_pl (op))
2101 return 0; 2228 return 0;
2102 2229
2103 /* now grab the 'dragon_skin'- and 'dragon_ability'-forces 2230 /* now grab the 'dragon_skin'- and 'dragon_ability'-forces
2104 from the player's inventory */ 2231 from the player's inventory */
2105 for (tmp=op->inv; tmp!=NULL; tmp=tmp->below) { 2232 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2233 {
2106 if (tmp->type == FORCE) { 2234 if (tmp->type == FORCE)
2235 {
2107 if (strcmp(tmp->arch->name, "dragon_skin_force")==0) 2236 if (strcmp (tmp->arch->name, "dragon_skin_force") == 0)
2108 skin = tmp; 2237 skin = tmp;
2109 else if (strcmp(tmp->arch->name, "dragon_ability_force")==0) 2238 else if (strcmp (tmp->arch->name, "dragon_ability_force") == 0)
2110 abil = tmp; 2239 abil = tmp;
2111 } 2240 }
2112 } 2241 }
2113 2242
2114 /* if either skin or ability are missing, this is an old player 2243 /* if either skin or ability are missing, this is an old player
2115 which is not to be considered a dragon -> bail out */ 2244 which is not to be considered a dragon -> bail out */
2116 if (skin == NULL || abil == NULL) return 0; 2245 if (skin == NULL || abil == NULL)
2117 2246 return 0;
2247
2118 /* now start by filling stomache and health, according to food-value */ 2248 /* now start by filling stomache and health, according to food-value */
2119 if((999 - op->stats.food) < meal->stats.food) 2249 if ((999 - op->stats.food) < meal->stats.food)
2120 op->stats.hp += (999 - op->stats.food) / 50; 2250 op->stats.hp += (999 - op->stats.food) / 50;
2121 else 2251 else
2122 op->stats.hp += meal->stats.food/50; 2252 op->stats.hp += meal->stats.food / 50;
2123 if(op->stats.hp>op->stats.maxhp) 2253 if (op->stats.hp > op->stats.maxhp)
2124 op->stats.hp=op->stats.maxhp; 2254 op->stats.hp = op->stats.maxhp;
2125 2255
2126 op->stats.food = MIN(999, op->stats.food + meal->stats.food); 2256 op->stats.food = MIN (999, op->stats.food + meal->stats.food);
2127 2257
2128 /*LOG(llevDebug, "-> player: %d, flesh: %d\n", op->level, meal->level);*/ 2258 /*LOG(llevDebug, "-> player: %d, flesh: %d\n", op->level, meal->level); */
2129 2259
2130 /* on to the interesting part: chances for adding resistance */ 2260 /* on to the interesting part: chances for adding resistance */
2131 for (i=0; i<NROFATTACKS; i++) { 2261 for (i = 0; i < NROFATTACKS; i++)
2262 {
2132 if (meal->resist[i] > 0 && atnr_is_dragon_enabled(i)) { 2263 if (meal->resist[i] > 0 && atnr_is_dragon_enabled (i))
2264 {
2133 /* got positive resistance, now calculate improvement chance (0-100) */ 2265 /* got positive resistance, now calculate improvement chance (0-100) */
2134 2266
2135 /* this bonus makes resistance increase easier at lower levels */ 2267 /* this bonus makes resistance increase easier at lower levels */
2136 bonus = (settings.max_level - op->level) * 30. / ((double)settings.max_level); 2268 bonus = (settings.max_level - op->level) * 30. / ((double) settings.max_level);
2137 if (i == abil->stats.exp) 2269 if (i == abil->stats.exp)
2138 bonus += 5; /* additional bonus for resistance of ability-focus */ 2270 bonus += 5; /* additional bonus for resistance of ability-focus */
2139 2271
2140 /* monster bonus increases with level, because high-level 2272 /* monster bonus increases with level, because high-level
2141 flesh is too rare */ 2273 flesh is too rare */
2142 mbonus = op->level * 20. / ((double)settings.max_level); 2274 mbonus = op->level * 20. / ((double) settings.max_level);
2143 2275
2144 chance = (((double)MIN(op->level+bonus, meal->level+bonus+mbonus))*100. / 2276 chance = (((double) MIN (op->level + bonus, meal->level + bonus + mbonus)) * 100. /
2145 ((double)settings.max_level)) - skin->resist[i]; 2277 ((double) settings.max_level)) - skin->resist[i];
2146 2278
2147 if (chance >= 0.) 2279 if (chance >= 0.)
2148 chance += 1.; 2280 chance += 1.;
2149 else 2281 else
2150 chance = (chance < -12) ? 0. : 1./pow(2., -chance); 2282 chance = (chance < -12) ? 0. : 1. / pow (2., -chance);
2151 2283
2152 /* chance is proportional to amount of resistance (max. 50) */ 2284 /* chance is proportional to amount of resistance (max. 50) */
2153 chance *= ((double)(MIN(meal->resist[i], 50)))/50.; 2285 chance *= ((double) (MIN (meal->resist[i], 50))) / 50.;
2154 2286
2155 /* doubled chance for resistance of ability-focus */ 2287 /* doubled chance for resistance of ability-focus */
2156 if (i == abil->stats.exp) 2288 if (i == abil->stats.exp)
2157 chance = MIN(100., chance*2.); 2289 chance = MIN (100., chance * 2.);
2158 2290
2159 /* now make the throw and save all winners (Don't insert luck bonus here!) */ 2291 /* now make the throw and save all winners (Don't insert luck bonus here!) */
2160 if (RANDOM()%10000 < (int)(chance*100)) { 2292 if (RANDOM () % 10000 < (int) (chance * 100))
2293 {
2161 atnr_winner[winners] = i; 2294 atnr_winner[winners] = i;
2162 winners++; 2295 winners++;
2163 } 2296 }
2164 2297
2165 if (chance >= 0.01 ) totalchance *= 1 - chance/100; 2298 if (chance >= 0.01)
2166 2299 totalchance *= 1 - chance / 100;
2300
2167 /*LOG(llevDebug, " %s: bonus %.1f, chance %.1f\n", attacks[i], bonus, chance);*/ 2301 /*LOG(llevDebug, " %s: bonus %.1f, chance %.1f\n", attacks[i], bonus, chance); */
2168 } 2302 }
2169 } 2303 }
2170 2304
2171 /* inverse totalchance as until now we have the failure-chance */ 2305 /* inverse totalchance as until now we have the failure-chance */
2172 totalchance = 100 - totalchance*100; 2306 totalchance = 100 - totalchance * 100;
2173 /* print message according to totalchance */ 2307 /* print message according to totalchance */
2174 if (totalchance > 50.) 2308 if (totalchance > 50.)
2175 sprintf(buf, "Hmm! The %s tasted delicious!", meal->name); 2309 sprintf (buf, "Hmm! The %s tasted delicious!", &meal->name);
2176 else if (totalchance > 10.) 2310 else if (totalchance > 10.)
2177 sprintf(buf, "The %s tasted very good.", meal->name); 2311 sprintf (buf, "The %s tasted very good.", &meal->name);
2178 else if (totalchance > 1.) 2312 else if (totalchance > 1.)
2179 sprintf(buf, "The %s tasted good.", meal->name); 2313 sprintf (buf, "The %s tasted good.", &meal->name);
2180 else if (totalchance > 0.1) 2314 else if (totalchance > 0.1)
2181 sprintf(buf, "The %s tasted bland.", meal->name); 2315 sprintf (buf, "The %s tasted bland.", &meal->name);
2182 else if (totalchance >= 0.01) 2316 else if (totalchance >= 0.01)
2183 sprintf(buf, "The %s had a boring taste.", meal->name); 2317 sprintf (buf, "The %s had a boring taste.", &meal->name);
2184 else if (meal->last_eat > 0 && atnr_is_dragon_enabled(meal->last_eat)) 2318 else if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat))
2185 sprintf(buf, "The %s tasted strange.", meal->name); 2319 sprintf (buf, "The %s tasted strange.", &meal->name);
2186 else 2320 else
2187 sprintf(buf, "The %s had no taste.", meal->name); 2321 sprintf (buf, "The %s had no taste.", &meal->name);
2188 new_draw_info(NDI_UNIQUE, 0, op, buf); 2322 new_draw_info (NDI_UNIQUE, 0, op, buf);
2189 2323
2190 /* now choose a winner if we have any */ 2324 /* now choose a winner if we have any */
2191 i = -1; 2325 i = -1;
2192 if (winners>0) 2326 if (winners > 0)
2193 i = atnr_winner[RANDOM()%winners]; 2327 i = atnr_winner[RANDOM () % winners];
2194 2328
2195 if (i >= 0 && i < NROFATTACKS && skin->resist[i] < 95) { 2329 if (i >= 0 && i < NROFATTACKS && skin->resist[i] < 95)
2330 {
2196 /* resistance increased! */ 2331 /* resistance increased! */
2197 skin->resist[i]++; 2332 skin->resist[i]++;
2198 fix_player(op); 2333 fix_player (op);
2199 2334
2200 sprintf(buf, "Your skin is now more resistant to %s!", change_resist_msg[i]); 2335 sprintf (buf, "Your skin is now more resistant to %s!", change_resist_msg[i]);
2201 new_draw_info(NDI_UNIQUE|NDI_RED, 0, op, buf); 2336 new_draw_info (NDI_UNIQUE | NDI_RED, 0, op, buf);
2202 } 2337 }
2203 2338
2204 /* if this flesh contains a new ability focus, we mark it 2339 /* if this flesh contains a new ability focus, we mark it
2205 into the ability_force and it will take effect on next level */ 2340 into the ability_force and it will take effect on next level */
2206 if (meal->last_eat > 0 && atnr_is_dragon_enabled(meal->last_eat) 2341 if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat) && meal->last_eat != abil->last_eat)
2207 && meal->last_eat != abil->last_eat) { 2342 {
2208 abil->last_eat = meal->last_eat; /* write: last_eat <new attnr focus> */ 2343 abil->last_eat = meal->last_eat; /* write: last_eat <new attnr focus> */
2209 2344
2210 if (meal->last_eat != abil->stats.exp) { 2345 if (meal->last_eat != abil->stats.exp)
2346 {
2211 sprintf(buf, "Your metabolism prepares to focus on %s!", 2347 sprintf (buf, "Your metabolism prepares to focus on %s!", change_resist_msg[meal->last_eat]);
2212 change_resist_msg[meal->last_eat]);
2213 new_draw_info(NDI_UNIQUE, 0, op, buf); 2348 new_draw_info (NDI_UNIQUE, 0, op, buf);
2214 sprintf(buf, "The change will happen at level %d", abil->level + 1); 2349 sprintf (buf, "The change will happen at level %d", abil->level + 1);
2215 new_draw_info(NDI_UNIQUE, 0, op, buf); 2350 new_draw_info (NDI_UNIQUE, 0, op, buf);
2216 } 2351 }
2217 else { 2352 else
2353 {
2218 sprintf(buf, "Your metabolism will continue to focus on %s.", 2354 sprintf (buf, "Your metabolism will continue to focus on %s.", change_resist_msg[meal->last_eat]);
2219 change_resist_msg[meal->last_eat]);
2220 new_draw_info(NDI_UNIQUE, 0, op, buf); 2355 new_draw_info (NDI_UNIQUE, 0, op, buf);
2221 abil->last_eat = 0; 2356 abil->last_eat = 0;
2222 } 2357 }
2223 } 2358 }
2224 return 1; 2359 return 1;
2225} 2360}
2226 2361
2362static void
2227static void apply_savebed (object *pl) 2363apply_savebed (object *pl)
2228{ 2364{
2229#ifndef COZY_SERVER 2365#ifndef COZY_SERVER
2230 if(!pl->contr->name_changed||!pl->stats.exp) { 2366 if (!pl->contr->name_changed || !pl->stats.exp)
2367 {
2231 new_draw_info(NDI_UNIQUE, 0,pl,"You don't deserve to save your character yet."); 2368 new_draw_info (NDI_UNIQUE, 0, pl, "You don't deserve to save your character yet.");
2232 return; 2369 return;
2233 } 2370 }
2234#endif 2371#endif
2235 INVOKE_PLAYER (LOGOUT, pl->contr); 2372 INVOKE_PLAYER (LOGOUT, pl->contr);
2236 /* Need to call terminate_all_pets() before we remove the player ob */ 2373 /* Need to call terminate_all_pets() before we remove the player ob */
2237 terminate_all_pets(pl); 2374 terminate_all_pets (pl);
2238 remove_ob(pl); 2375 pl->remove ();
2239 pl->direction=0; 2376 pl->direction = 0;
2240 new_draw_info_format(NDI_UNIQUE | NDI_ALL | NDI_DK_ORANGE, 5, pl, 2377 new_draw_info_format (NDI_UNIQUE | NDI_ALL | NDI_DK_ORANGE, 5, pl, "%s leaves the game.", &pl->name);
2241 "%s leaves the game.",pl->name); 2378
2242
2243 /* update respawn position */ 2379 /* update respawn position */
2244 strcpy(pl->contr->savebed_map, pl->map->path); 2380 strcpy (pl->contr->savebed_map, pl->map->path);
2245 pl->contr->bed_x = pl->x; 2381 pl->contr->bed_x = pl->x;
2246 pl->contr->bed_y = pl->y; 2382 pl->contr->bed_y = pl->y;
2247 2383
2248 strcpy(pl->contr->killer,"left"); 2384 strcpy (pl->contr->killer, "left");
2249 check_score(pl); /* Always check score */ 2385 check_score (pl); /* Always check score */
2250 (void)save_player(pl,0); 2386 (void) save_player (pl, 0);
2251 pl->map->players--; 2387 pl->map->players--;
2252#if MAP_MAXTIMEOUT 2388#if MAP_MAXTIMEOUT
2253 MAP_SWAP_TIME(pl->map) = MAP_TIMEOUT(pl->map); 2389 MAP_SWAP_TIME (pl->map) = MAP_TIMEOUT (pl->map);
2254#endif 2390#endif
2255 play_again(pl); 2391 play_again (pl);
2256 pl->speed = 0; 2392 pl->speed = 0;
2257 update_ob_speed(pl); 2393 update_ob_speed (pl);
2258} 2394}
2259 2395
2260/** 2396/**
2261 * Handles applying an improve armor scroll. 2397 * Handles applying an improve armor scroll.
2262 * Does some sanity checks, then calls improve_armour. 2398 * Does some sanity checks, then calls improve_armour.
2263 */ 2399 */
2400static void
2264static void apply_armour_improver (object *op, object *tmp) 2401apply_armour_improver (object *op, object *tmp)
2265{ 2402{
2266 object *armor; 2403 object *armor;
2267 2404
2268 if (!QUERY_FLAG(op, FLAG_WIZCAST) && (get_map_flags(op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC)) { 2405 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC))
2406 {
2269 new_draw_info(NDI_UNIQUE, 0,op,"Something blocks the magic of the scroll."); 2407 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the scroll.");
2270 return;
2271 }
2272 armor=find_marked_object(op);
2273 if ( ! armor) {
2274 new_draw_info(NDI_UNIQUE, 0, op, "You need to mark an armor object.");
2275 return; 2408 return;
2276 } 2409 }
2410 armor = find_marked_object (op);
2411 if (!armor)
2412 {
2413 new_draw_info (NDI_UNIQUE, 0, op, "You need to mark an armor object.");
2414 return;
2415 }
2277 if (armor->type != ARMOUR 2416 if (armor->type != ARMOUR
2278 && armor->type != CLOAK 2417 && armor->type != CLOAK
2279 && armor->type != BOOTS && armor->type != GLOVES 2418 && armor->type != BOOTS && armor->type != GLOVES && armor->type != BRACERS && armor->type != SHIELD && armor->type != HELMET)
2280 && armor->type != BRACERS && armor->type != SHIELD
2281 && armor->type != HELMET)
2282 { 2419 {
2283 new_draw_info(NDI_UNIQUE, 0,op,"Your marked item is not armour!\n"); 2420 new_draw_info (NDI_UNIQUE, 0, op, "Your marked item is not armour!\n");
2284 return; 2421 return;
2285 } 2422 }
2286 2423
2287 new_draw_info(NDI_UNIQUE, 0,op,"Applying armour enchantment."); 2424 new_draw_info (NDI_UNIQUE, 0, op, "Applying armour enchantment.");
2288 improve_armour(op,tmp,armor); 2425 improve_armour (op, tmp, armor);
2289} 2426}
2290 2427
2291 2428
2429extern void
2292extern void apply_poison (object *op, object *tmp) 2430apply_poison (object *op, object *tmp)
2293{ 2431{
2294 if (op->type == PLAYER) { 2432 if (op->type == PLAYER)
2433 {
2295 play_sound_player_only(op->contr, SOUND_DRINK_POISON,0,0); 2434 play_sound_player_only (op->contr, SOUND_DRINK_POISON, 0, 0);
2296 new_draw_info(NDI_UNIQUE, 0,op,"Yech! That tasted poisonous!"); 2435 new_draw_info (NDI_UNIQUE, 0, op, "Yech! That tasted poisonous!");
2297 strcpy(op->contr->killer,"poisonous booze"); 2436 strcpy (op->contr->killer, "poisonous booze");
2298 } 2437 }
2299 if (tmp->stats.hp > 0) { 2438 if (tmp->stats.hp > 0)
2439 {
2300 LOG(llevDebug,"Trying to poison player/monster for %d hp\n", 2440 LOG (llevDebug, "Trying to poison player/monster for %d hp\n", tmp->stats.hp);
2301 tmp->stats.hp);
2302 hit_player(op, tmp->stats.hp, tmp, AT_POISON, 1); 2441 hit_player (op, tmp->stats.hp, tmp, AT_POISON, 1);
2303 } 2442 }
2304 op->stats.food-=op->stats.food/4; 2443 op->stats.food -= op->stats.food / 4;
2305 handle_apply_yield(tmp); 2444 handle_apply_yield (tmp);
2306 decrease_ob(tmp); 2445 decrease_ob (tmp);
2307} 2446}
2308 2447
2309/** 2448/**
2310 * This fonction return true if the exit is not a 2 ways one or it is 2 ways, valid exit. 2449 * This fonction return true if the exit is not a 2 ways one or it is 2 ways, valid exit.
2311 * A valid 2 way exit means: 2450 * A valid 2 way exit means:
2316 * 2455 *
2317 * Note: a owner in a 2 way exit is saved as the owner's name 2456 * Note: a owner in a 2 way exit is saved as the owner's name
2318 * in the field exit->name cause the field exit->owner doesn't 2457 * in the field exit->name cause the field exit->owner doesn't
2319 * survive in the swapping (in fact the whole exit doesn't survive). 2458 * survive in the swapping (in fact the whole exit doesn't survive).
2320 */ 2459 */
2460int
2321int is_legal_2ways_exit (object* op, object *exit) 2461is_legal_2ways_exit (object *op, object *exit)
2322 { 2462{
2323 object * tmp; 2463 object *tmp;
2324 object * exit_owner; 2464 object *exit_owner;
2325 player * pp; 2465 player *pp;
2326 mapstruct * exitmap; 2466 maptile *exitmap;
2327 if (exit->stats.exp!=1) return 1; /*This is not a 2 way, so it is legal*/ 2467
2328 if (!has_been_loaded(EXIT_PATH(exit)) && exit->race) return 0; /* This is a reset town portal */ 2468 if (exit->stats.exp != 1)
2469 return 1; /*This is not a 2 way, so it is legal */
2470 if (!has_been_loaded (EXIT_PATH (exit)) && exit->race)
2471 return 0; /* This is a reset town portal */
2329 /* To know if an exit has a correspondant, we look at 2472 /* To know if an exit has a correspondant, we look at
2330 * all the exits in destination and try to find one with same path as 2473 * all the exits in destination and try to find one with same path as
2331 * the current exit's position */ 2474 * the current exit's position */
2332 if (!strncmp(EXIT_PATH (exit), settings.localdir, strlen(settings.localdir))) 2475 if (!strncmp (EXIT_PATH (exit), settings.localdir, strlen (settings.localdir)))
2333 exitmap = ready_map_name(EXIT_PATH (exit), MAP_PLAYER_UNIQUE); 2476 exitmap = ready_map_name (EXIT_PATH (exit), MAP_PLAYER_UNIQUE);
2477 else
2334 else exitmap = ready_map_name(EXIT_PATH (exit), 0); 2478 exitmap = ready_map_name (EXIT_PATH (exit), 0);
2335 if (exitmap) 2479 if (exitmap)
2336 { 2480 {
2337 tmp=get_map_ob (exitmap,EXIT_X(exit),EXIT_Y(exit)); 2481 tmp = get_map_ob (exitmap, EXIT_X (exit), EXIT_Y (exit));
2338 if (!tmp) return 0; 2482 if (!tmp)
2483 return 0;
2339 for ( (tmp=get_map_ob(exitmap,EXIT_X(exit),EXIT_Y(exit)));tmp;tmp=tmp->above) 2484 for ((tmp = get_map_ob (exitmap, EXIT_X (exit), EXIT_Y (exit))); tmp; tmp = tmp->above)
2340 { 2485 {
2341 if (tmp->type!=EXIT) continue; /*Not an exit*/ 2486 if (tmp->type != EXIT)
2342 if (!EXIT_PATH (tmp)) continue; /*Not a valid exit*/ 2487 continue; /*Not an exit */
2343 if ( (EXIT_X(tmp)!=exit->x) || (EXIT_Y(tmp)!=exit->y)) continue; /*Not in the same place*/ 2488 if (!EXIT_PATH (tmp))
2344 if (strcmp(exit->map->path,EXIT_PATH(tmp))!=0) continue; /*Not in the same map*/ 2489 continue; /*Not a valid exit */
2490 if ((EXIT_X (tmp) != exit->x) || (EXIT_Y (tmp) != exit->y))
2491 continue; /*Not in the same place */
2492 if (strcmp (exit->map->path, EXIT_PATH (tmp)) != 0)
2493 continue; /*Not in the same map */
2345 2494
2346 /* From here we have found the exit is valid. However we do 2495 /* From here we have found the exit is valid. However we do
2347 * here the check of the exit owner. It is important for the 2496 * here the check of the exit owner. It is important for the
2348 * town portals to prevent strangers from visiting your appartments 2497 * town portals to prevent strangers from visiting your appartments
2349 */ 2498 */
2499 if (!exit->race)
2350 if (!exit->race) return 1; /*No owner, free for all!*/ 2500 return 1; /*No owner, free for all! */
2351 exit_owner=NULL; 2501 exit_owner = NULL;
2352 for (pp=first_player;pp;pp=pp->next) 2502 for (pp = first_player; pp; pp = pp->next)
2353 { 2503 {
2354 if (!pp->ob) continue; 2504 if (!pp->ob)
2505 continue;
2355 if (pp->ob->name!=exit->race) continue; 2506 if (pp->ob->name != exit->race)
2507 continue;
2356 exit_owner= pp->ob; /*We found a player which correspond to the player name*/ 2508 exit_owner = pp->ob; /*We found a player which correspond to the player name */
2357 break; 2509 break;
2358 } 2510 }
2359 if (!exit_owner) return 0; /* No more owner*/ 2511 if (!exit_owner)
2360 if (exit_owner->contr==op->contr) return 1; /*It is your exit*/ 2512 return 0; /* No more owner */
2513 if (exit_owner->contr == op->contr)
2514 return 1; /*It is your exit */
2361 if ( exit_owner && /*There is a owner*/ 2515 if (exit_owner && /*There is a owner */
2362 (op->contr) && /*A player tries to pass */ 2516 (op->contr) && /*A player tries to pass */
2363 ( (exit_owner->contr->party==NULL) || /*No pass if controller has no party*/ 2517 ((exit_owner->contr->party == NULL) || /*No pass if controller has no party */
2364 (exit_owner->contr->party!=op->contr->party)) ) /* Or not the same as op*/ 2518 (exit_owner->contr->party != op->contr->party))) /* Or not the same as op */
2365 return 0; 2519 return 0;
2366 return 1; 2520 return 1;
2367 } 2521 }
2368 } 2522 }
2369 return 0; 2523 return 0;
2370 } 2524}
2371 2525
2372 2526
2373/** 2527/**
2374 * Main apply handler. 2528 * Main apply handler.
2375 * 2529 *
2385 * 2539 *
2386 * aflag is special (always apply/unapply) flags. Nothing is done with 2540 * aflag is special (always apply/unapply) flags. Nothing is done with
2387 * them in this function - they are passed to apply_special 2541 * them in this function - they are passed to apply_special
2388 */ 2542 */
2389 2543
2544int
2390int manual_apply (object *op, object *tmp, int aflag) 2545manual_apply (object *op, object *tmp, int aflag)
2391{ 2546{
2392 if (tmp->head) tmp=tmp->head; 2547 if (tmp->head)
2548 tmp = tmp->head;
2393 2549
2394 if (QUERY_FLAG (tmp, FLAG_UNPAID) && ! QUERY_FLAG (tmp, FLAG_APPLIED)) { 2550 if (QUERY_FLAG (tmp, FLAG_UNPAID) && !QUERY_FLAG (tmp, FLAG_APPLIED))
2551 {
2395 if (op->type == PLAYER) { 2552 if (op->type == PLAYER)
2553 {
2396 new_draw_info (NDI_UNIQUE, 0, op, "You should pay for it first."); 2554 new_draw_info (NDI_UNIQUE, 0, op, "You should pay for it first.");
2555 return 1;
2556 }
2557 else
2558 {
2559 return 0; /* monsters just skip unpaid items */
2560 }
2561 }
2562
2563 if (INVOKE_OBJECT (APPLY, tmp, ARG_OBJECT (op)))
2564 return RESULT_INT (0);
2565
2566 switch (tmp->type)
2567 {
2568
2569 case CF_HANDLE:
2570 new_draw_info (NDI_UNIQUE, 0, op, "You turn the handle.");
2571 play_sound_map (op->map, op->x, op->y, SOUND_TURN_HANDLE);
2572 tmp->value = tmp->value ? 0 : 1;
2573 SET_ANIMATION (tmp, tmp->value);
2574 update_object (tmp, UP_OBJ_FACE);
2575 push_button (tmp);
2576 return 1;
2577
2578 case TRIGGER:
2579 if (check_trigger (tmp, op))
2580 {
2581 new_draw_info (NDI_UNIQUE, 0, op, "You turn the handle.");
2582 play_sound_map (tmp->map, tmp->x, tmp->y, SOUND_TURN_HANDLE);
2583 }
2584 else
2585 {
2586 new_draw_info (NDI_UNIQUE, 0, op, "The handle doesn't move.");
2587 }
2588 return 1;
2589
2590 case EXIT:
2591 if (op->type != PLAYER)
2592 return 0;
2593 if (!EXIT_PATH (tmp) || !is_legal_2ways_exit (op, tmp))
2594 {
2595 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s is closed.", query_name (tmp));
2596 }
2597 else
2598 {
2599 /* Don't display messages for random maps. */
2600 if (tmp->msg && strncmp (EXIT_PATH (tmp), "/!", 2) && strncmp (EXIT_PATH (tmp), "/random/", 8))
2601 new_draw_info (NDI_NAVY, 0, op, tmp->msg);
2602 enter_exit (op, tmp);
2603 }
2604 return 1;
2605
2606 case SIGN:
2607 apply_sign (op, tmp, 0);
2608 return 1;
2609
2610 case BOOK:
2611 if (op->type == PLAYER)
2612 {
2613 apply_book (op, tmp);
2397 return 1; 2614 return 1;
2398 } else {
2399 return 0; /* monsters just skip unpaid items */
2400 } 2615 }
2401 } 2616 else
2617 {
2618 return 0;
2619 }
2402 2620
2403 if (INVOKE_OBJECT (APPLY, tmp, ARG_OBJECT (op))) 2621 case SKILLSCROLL:
2404 return RESULT_INT (0); 2622 if (op->type == PLAYER)
2405 2623 {
2406 switch (tmp->type) { 2624 apply_skillscroll (op, tmp);
2407
2408 case CF_HANDLE:
2409 new_draw_info(NDI_UNIQUE, 0,op,"You turn the handle.");
2410 play_sound_map(op->map, op->x, op->y, SOUND_TURN_HANDLE);
2411 tmp->value=tmp->value?0:1;
2412 SET_ANIMATION(tmp, tmp->value);
2413 update_object(tmp,UP_OBJ_FACE);
2414 push_button(tmp);
2415 return 1; 2625 return 1;
2416
2417 case TRIGGER:
2418 if (check_trigger (tmp, op)) {
2419 new_draw_info (NDI_UNIQUE, 0, op, "You turn the handle.");
2420 play_sound_map (tmp->map, tmp->x, tmp->y, SOUND_TURN_HANDLE);
2421 } else {
2422 new_draw_info (NDI_UNIQUE, 0, op, "The handle doesn't move.");
2423 } 2626 }
2627 return 0;
2628
2629 case SPELLBOOK:
2630 if (op->type == PLAYER)
2631 {
2632 apply_spellbook (op, tmp);
2424 return 1; 2633 return 1;
2425
2426 case EXIT:
2427 if (op->type != PLAYER)
2428 return 0;
2429 if( ! EXIT_PATH (tmp) || !is_legal_2ways_exit(op,tmp)) {
2430 new_draw_info_format(NDI_UNIQUE, 0, op, "The %s is closed.",
2431 query_name(tmp));
2432 } else {
2433 /* Don't display messages for random maps. */
2434 if (tmp->msg && strncmp(EXIT_PATH(tmp),"/!",2) &&
2435 strncmp(EXIT_PATH(tmp), "/random/", 8))
2436 new_draw_info (NDI_NAVY, 0, op, tmp->msg);
2437 enter_exit(op,tmp);
2438 } 2634 }
2635 return 0;
2636
2637 case SCROLL:
2638 apply_scroll (op, tmp, 0);
2639 return 1;
2640
2641 case POTION:
2642 (void) apply_potion (op, tmp);
2643 return 1;
2644
2645 /* Eneq(@csd.uu.se): Handle apply on containers. */
2646 case CLOSE_CON:
2647 if (op->type == PLAYER)
2648 (void) esrv_apply_container (op, tmp->env);
2649 else
2650 (void) apply_container (op, tmp->env);
2651 return 1;
2652
2653 case CONTAINER:
2654 if (op->type == PLAYER)
2655 (void) esrv_apply_container (op, tmp);
2656 else
2657 (void) apply_container (op, tmp);
2658 return 1;
2659
2660 case TREASURE:
2661 if (op->type == PLAYER)
2662 {
2663 apply_treasure (op, tmp);
2439 return 1; 2664 return 1;
2665 }
2666 else
2667 {
2668 return 0;
2669 }
2440 2670
2671 case WEAPON:
2672 case ARMOUR:
2673 case BOOTS:
2674 case GLOVES:
2675 case AMULET:
2676 case GIRDLE:
2677 case BRACERS:
2678 case SHIELD:
2679 case HELMET:
2441 case SIGN: 2680 case RING:
2681 case CLOAK:
2682 case WAND:
2683 case ROD:
2684 case HORN:
2685 case SKILL:
2686 case BOW:
2687 case LAMP:
2688 case BUILDER:
2689 case SKILL_TOOL:
2690 if (tmp->env != op)
2691 return 2; /* not in inventory */
2692 (void) apply_special (op, tmp, aflag);
2693 return 1;
2694
2695 case DRINK:
2696 case FOOD:
2697 case FLESH:
2698 apply_food (op, tmp);
2699 return 1;
2700
2701 case POISON:
2442 apply_sign (op, tmp, 0); 2702 apply_poison (op, tmp);
2703 return 1;
2704
2705 case SAVEBED:
2706 if (op->type == PLAYER)
2707 {
2708 apply_savebed (op);
2443 return 1; 2709 return 1;
2444
2445 case BOOK:
2446 if (op->type == PLAYER) {
2447 apply_book (op, tmp);
2448 return 1;
2449 } else {
2450 return 0;
2451 } 2710 }
2452 2711 else
2453 case SKILLSCROLL:
2454 if (op->type == PLAYER) {
2455 apply_skillscroll (op, tmp);
2456 return 1;
2457 } 2712 {
2458 return 0; 2713 return 0;
2459
2460 case SPELLBOOK:
2461 if (op->type == PLAYER) {
2462 apply_spellbook (op, tmp);
2463 return 1;
2464 } 2714 }
2715
2716 case ARMOUR_IMPROVER:
2717 if (op->type == PLAYER)
2718 {
2719 apply_armour_improver (op, tmp);
2720 return 1;
2721 }
2722 else
2723 {
2465 return 0; 2724 return 0;
2725 }
2466 2726
2727 case WEAPON_IMPROVER:
2728 (void) check_improve_weapon (op, tmp);
2729 return 1;
2730
2467 case SCROLL: 2731 case CLOCK:
2468 apply_scroll (op, tmp, 0); 2732 if (op->type == PLAYER)
2733 {
2734 char buf[MAX_BUF];
2735 timeofday_t tod;
2736
2737 get_tod (&tod);
2738 sprintf (buf, "It is %d minute%s past %d o'clock %s",
2739 tod.minute + 1, ((tod.minute + 1 < 2) ? "" : "s"),
2740 ((tod.hour % 14 == 0) ? 14 : ((tod.hour) % 14)), ((tod.hour >= 14) ? "pm" : "am"));
2741 play_sound_player_only (op->contr, SOUND_CLOCK, 0, 0);
2742 new_draw_info (NDI_UNIQUE, 0, op, buf);
2469 return 1; 2743 return 1;
2744 }
2745 else
2746 {
2747 return 0;
2748 }
2470 2749
2471 case POTION: 2750 case MENU:
2472 (void) apply_potion(op, tmp); 2751 if (op->type == PLAYER)
2752 {
2753 shop_listing (op);
2473 return 1; 2754 return 1;
2755 }
2756 else
2757 {
2758 return 0;
2759 }
2474 2760
2475 /* Eneq(@csd.uu.se): Handle apply on containers. */ 2761 case POWER_CRYSTAL:
2476 case CLOSE_CON: 2762 apply_power_crystal (op, tmp); /* see egoitem.c */
2763 return 1;
2764
2765 case LIGHTER: /* for lighting torches/lanterns/etc */
2477 if (op->type==PLAYER) 2766 if (op->type == PLAYER)
2478 (void) esrv_apply_container (op, tmp->env); 2767 {
2479 else 2768 apply_lighter (op, tmp);
2480 (void) apply_container (op, tmp->env);
2481 return 1; 2769 return 1;
2482
2483 case CONTAINER:
2484 if (op->type==PLAYER)
2485 (void) esrv_apply_container (op, tmp);
2486 else
2487 (void) apply_container (op, tmp);
2488 return 1;
2489
2490 case TREASURE:
2491 if (op->type == PLAYER) {
2492 apply_treasure (op, tmp);
2493 return 1;
2494 } else {
2495 return 0;
2496 } 2770 }
2497
2498 case WEAPON:
2499 case ARMOUR:
2500 case BOOTS:
2501 case GLOVES:
2502 case AMULET:
2503 case GIRDLE:
2504 case BRACERS:
2505 case SHIELD:
2506 case HELMET:
2507 case RING:
2508 case CLOAK:
2509 case WAND:
2510 case ROD:
2511 case HORN:
2512 case SKILL:
2513 case BOW:
2514 case LAMP:
2515 case BUILDER:
2516 case SKILL_TOOL:
2517 if (tmp->env != op)
2518 return 2; /* not in inventory */
2519 (void) apply_special (op, tmp, aflag);
2520 return 1;
2521
2522 case DRINK:
2523 case FOOD:
2524 case FLESH:
2525 apply_food (op, tmp);
2526 return 1;
2527
2528 case POISON:
2529 apply_poison (op, tmp);
2530 return 1;
2531
2532 case SAVEBED:
2533 if (op->type == PLAYER) {
2534 apply_savebed (op);
2535 return 1;
2536 } else { 2771 else
2537 return 0;
2538 } 2772 {
2539
2540 case ARMOUR_IMPROVER:
2541 if (op->type == PLAYER) {
2542 apply_armour_improver (op, tmp);
2543 return 1;
2544 } else {
2545 return 0;
2546 }
2547
2548 case WEAPON_IMPROVER:
2549 (void) check_improve_weapon(op, tmp);
2550 return 1;
2551
2552 case CLOCK:
2553 if (op->type == PLAYER) {
2554 char buf[MAX_BUF];
2555 timeofday_t tod;
2556
2557 get_tod(&tod);
2558 sprintf(buf, "It is %d minute%s past %d o'clock %s",
2559 tod.minute+1, ((tod.minute+1 < 2) ? "" : "s"),
2560 ((tod.hour % 14 == 0) ? 14 : ((tod.hour)%14)),
2561 ((tod.hour >= 14) ? "pm" : "am"));
2562 play_sound_player_only(op->contr, SOUND_CLOCK,0,0);
2563 new_draw_info(NDI_UNIQUE, 0,op, buf);
2564 return 1;
2565 } else {
2566 return 0;
2567 }
2568
2569 case MENU:
2570 if (op->type == PLAYER) {
2571 shop_listing (op);
2572 return 1;
2573 } else {
2574 return 0;
2575 }
2576
2577 case POWER_CRYSTAL:
2578 apply_power_crystal(op,tmp); /* see egoitem.c */
2579 return 1;
2580
2581 case LIGHTER: /* for lighting torches/lanterns/etc */
2582 if (op->type == PLAYER) {
2583 apply_lighter(op,tmp);
2584 return 1;
2585 } else {
2586 return 0;
2587 }
2588
2589 case ITEM_TRANSFORMER:
2590 apply_item_transformer( op, tmp );
2591 return 1;
2592
2593 default:
2594 return 0; 2773 return 0;
2774 }
2775
2776 case ITEM_TRANSFORMER:
2777 apply_item_transformer (op, tmp);
2778 return 1;
2779
2780 default:
2781 return 0;
2595 } 2782 }
2596} 2783}
2597 2784
2598 2785
2599/* quiet suppresses the "don't know how to apply" and "you must get it first" 2786/* quiet suppresses the "don't know how to apply" and "you must get it first"
2600 * messages as needed by player_apply_below(). But there can still be 2787 * messages as needed by player_apply_below(). But there can still be
2601 * "but you are floating high above the ground" messages. 2788 * "but you are floating high above the ground" messages.
2602 * 2789 *
2603 * Same return value as apply() function. 2790 * Same return value as apply() function.
2604 */ 2791 */
2792int
2605int player_apply (object *pl, object *op, int aflag, int quiet) 2793player_apply (object *pl, object *op, int aflag, int quiet)
2606{ 2794{
2607 int tmp; 2795 int tmp;
2608 2796
2609 if (op->env == NULL && (pl->move_type & MOVE_FLYING)) { 2797 if (op->env == NULL && (pl->move_type & MOVE_FLYING))
2798 {
2610 /* player is flying and applying object not in inventory */ 2799 /* player is flying and applying object not in inventory */
2611 if ( ! QUERY_FLAG (pl, FLAG_WIZ) && !(op->move_type & MOVE_FLYING)) { 2800 if (!QUERY_FLAG (pl, FLAG_WIZ) && !(op->move_type & MOVE_FLYING))
2801 {
2612 new_draw_info (NDI_UNIQUE, 0, pl, "But you are floating high " 2802 new_draw_info (NDI_UNIQUE, 0, pl, "But you are floating high " "above the ground!");
2613 "above the ground!");
2614 return 0; 2803 return 0;
2615 } 2804 }
2616 } 2805 }
2617 2806
2618 /* Check for PLAYER to avoid a DM to disappear in a puff of smoke if 2807 /* Check for PLAYER to avoid a DM to disappear in a puff of smoke if
2619 * applied. 2808 * applied.
2620 */ 2809 */
2621 if (op->type != PLAYER && QUERY_FLAG (op, FLAG_WAS_WIZ) && ! QUERY_FLAG (pl, FLAG_WAS_WIZ)) 2810 if (op->type != PLAYER && QUERY_FLAG (op, FLAG_WAS_WIZ) && !QUERY_FLAG (pl, FLAG_WAS_WIZ))
2622 { 2811 {
2623 play_sound_map (pl->map, pl->x, pl->y, SOUND_OB_EVAPORATE); 2812 play_sound_map (pl->map, pl->x, pl->y, SOUND_OB_EVAPORATE);
2624 new_draw_info (NDI_UNIQUE, 0, pl, "The object disappears in a puff " 2813 new_draw_info (NDI_UNIQUE, 0, pl, "The object disappears in a puff " "of smoke!");
2625 "of smoke!");
2626 new_draw_info (NDI_UNIQUE, 0, pl, "It must have been an illusion."); 2814 new_draw_info (NDI_UNIQUE, 0, pl, "It must have been an illusion.");
2627 remove_ob (op); 2815 op->destroy ();
2628 free_object (op);
2629 return 1; 2816 return 1;
2630 } 2817 }
2631 2818
2632 pl->contr->last_used = op; 2819 pl->contr->last_used = op;
2633 pl->contr->last_used_id = op->count;
2634 2820
2635 tmp = manual_apply (pl, op, aflag); 2821 tmp = manual_apply (pl, op, aflag);
2636 if ( ! quiet) { 2822 if (!quiet)
2823 {
2637 if (tmp == 0) 2824 if (tmp == 0)
2638 new_draw_info_format (NDI_UNIQUE, 0, pl, 2825 new_draw_info_format (NDI_UNIQUE, 0, pl, "I don't know how to apply the %s.", query_name (op));
2639 "I don't know how to apply the %s.",
2640 query_name (op));
2641 else if (tmp == 2) 2826 else if (tmp == 2)
2642 new_draw_info_format (NDI_UNIQUE, 0, pl, 2827 new_draw_info_format (NDI_UNIQUE, 0, pl, "You must get it first!\n");
2643 "You must get it first!\n");
2644 } 2828 }
2645 return tmp; 2829 return tmp;
2646} 2830}
2647 2831
2648/** 2832/**
2649 * player_apply_below attempts to apply the object 'below' the player. 2833 * player_apply_below attempts to apply the object 'below' the player.
2650 * If the player has an open container, we use that for below, otherwise 2834 * If the player has an open container, we use that for below, otherwise
2651 * we use the ground. 2835 * we use the ground.
2652 */ 2836 */
2653 2837
2838void
2654void player_apply_below (object *pl) 2839player_apply_below (object *pl)
2655{ 2840{
2656 object *tmp, *next; 2841 object *tmp, *next;
2657 int floors; 2842 int floors;
2658 2843
2659 /* If using a container, set the starting item to be the top 2844 /* If using a container, set the starting item to be the top
2660 * item in the container. Otherwise, use the map. 2845 * item in the container. Otherwise, use the map.
2661 */ 2846 */
2662 tmp = (pl->container != NULL) ? pl->container->inv : pl->below; 2847 tmp = (pl->container != NULL) ? pl->container->inv : pl->below;
2663 2848
2664 /* This is perhaps more complicated. However, I want to make sure that 2849 /* This is perhaps more complicated. However, I want to make sure that
2665 * we don't use a corrupt pointer for the next object, so we get the 2850 * we don't use a corrupt pointer for the next object, so we get the
2666 * next object in the stack before applying. This is can only be a 2851 * next object in the stack before applying. This is can only be a
2667 * problem if player_apply() has a bug in that it uses the object but does 2852 * problem if player_apply() has a bug in that it uses the object but does
2668 * not return a proper value. 2853 * not return a proper value.
2669 */ 2854 */
2670 for (floors = 0; tmp!=NULL; tmp=next) { 2855 for (floors = 0; tmp != NULL; tmp = next)
2856 {
2671 next = tmp->below; 2857 next = tmp->below;
2672 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 2858 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
2673 floors++; 2859 floors++;
2674 else if (floors > 0) 2860 else if (floors > 0)
2675 return; /* process only floor objects after first floor object */ 2861 return; /* process only floor objects after first floor object */
2676 2862
2677 /* If it is visible, player can apply it. If it is applied by 2863 /* If it is visible, player can apply it. If it is applied by
2678 * person moving on it, also activate. Added code to make it 2864 * person moving on it, also activate. Added code to make it
2679 * so that at least one of players movement types be that which 2865 * so that at least one of players movement types be that which
2680 * the item needs. 2866 * the item needs.
2681 */ 2867 */
2682 if ( ! tmp->invisible || (tmp->move_on & pl->move_type)) { 2868 if (!tmp->invisible || (tmp->move_on & pl->move_type))
2869 {
2683 if (player_apply (pl, tmp, 0, 1) == 1) 2870 if (player_apply (pl, tmp, 0, 1) == 1)
2684 return; 2871 return;
2685 } 2872 }
2686 if (floors >= 2) 2873 if (floors >= 2)
2687 return; /* process at most two floor objects */ 2874 return; /* process at most two floor objects */
2688 } 2875 }
2689} 2876}
2690 2877
2691/** 2878/**
2692 * Unapplies specified item. 2879 * Unapplies specified item.
2693 * No check done on cursed/damned. 2880 * No check done on cursed/damned.
2694 * Break this out of apply_special - this is just done 2881 * Break this out of apply_special - this is just done
2695 * to keep the size of apply_special to a more managable size. 2882 * to keep the size of apply_special to a more managable size.
2696 */ 2883 */
2884static int
2697static int unapply_special (object *who, object *op, int aflags) 2885unapply_special (object *who, object *op, int aflags)
2698{ 2886{
2699 if (INVOKE_OBJECT (BE_UNREADY, op, ARG_OBJECT (who), ARG_INT (aflags)) 2887 if (INVOKE_OBJECT (BE_UNREADY, op, ARG_OBJECT (who), ARG_INT (aflags)) || INVOKE_OBJECT (UNREADY, who, ARG_OBJECT (op), ARG_INT (aflags)))
2700 || INVOKE_OBJECT (UNREADY, who, ARG_OBJECT (op), ARG_INT (aflags)))
2701 return RESULT_INT (0); 2888 return RESULT_INT (0);
2702 2889
2703 object *tmp2; 2890 object *tmp2;
2704 2891
2705 CLEAR_FLAG(op, FLAG_APPLIED); 2892 CLEAR_FLAG (op, FLAG_APPLIED);
2706 switch(op->type) { 2893 switch (op->type)
2894 {
2707 case WEAPON: 2895 case WEAPON:
2708 new_draw_info_format(NDI_UNIQUE, 0, who, "You unwield %s.",query_name(op)); 2896 new_draw_info_format (NDI_UNIQUE, 0, who, "You unwield %s.", query_name (op));
2709 2897
2710 (void) change_abil (who,op); 2898 (void) change_abil (who, op);
2711 if(QUERY_FLAG(who,FLAG_READY_WEAPON)) 2899 if (QUERY_FLAG (who, FLAG_READY_WEAPON))
2712 CLEAR_FLAG(who,FLAG_READY_WEAPON); 2900 CLEAR_FLAG (who, FLAG_READY_WEAPON);
2713 clear_skill(who); 2901 clear_skill (who);
2714 break; 2902 break;
2715 2903
2716 case SKILL: /* allows objects to impart skills */ 2904 case SKILL: /* allows objects to impart skills */
2717 case SKILL_TOOL: 2905 case SKILL_TOOL:
2718 if (op != who->chosen_skill) { 2906 if (op != who->chosen_skill)
2907 {
2719 LOG (llevError, "BUG: apply_special(): applied skill is not a chosen skill\n"); 2908 LOG (llevError, "BUG: apply_special(): applied skill is not a chosen skill\n");
2909 }
2910 if (who->type == PLAYER)
2911 {
2912 if (who->contr->shoottype == range_skill)
2913 who->contr->shoottype = range_none;
2914 if (!op->invisible)
2915 {
2916 new_draw_info_format (NDI_UNIQUE, 0, who, "You stop using the %s.", query_name (op));
2917 }
2918 else
2919 {
2920 new_draw_info_format (NDI_UNIQUE, 0, who, "You can no longer use the skill: %s.", &op->skill);
2921 }
2922 }
2923 (void) change_abil (who, op);
2924 who->chosen_skill = NULL;
2925 CLEAR_FLAG (who, FLAG_READY_SKILL);
2926 break;
2927
2928 case ARMOUR:
2929 case HELMET:
2930 case SHIELD:
2931 case RING:
2932 case BOOTS:
2933 case GLOVES:
2934 case AMULET:
2935 case GIRDLE:
2936 case BRACERS:
2937 case CLOAK:
2938 new_draw_info_format (NDI_UNIQUE, 0, who, "You unwear %s.", query_name (op));
2939 (void) change_abil (who, op);
2940 break;
2941 case LAMP:
2942 new_draw_info_format (NDI_UNIQUE, 0, who, "You turn off your %s.", &op->name);
2943 tmp2 = arch_to_object (op->other_arch);
2944 tmp2->x = op->x;
2945 tmp2->y = op->y;
2946 tmp2->map = op->map;
2947 tmp2->below = op->below;
2948 tmp2->above = op->above;
2949 tmp2->stats.food = op->stats.food;
2950 CLEAR_FLAG (tmp2, FLAG_APPLIED);
2951
2952 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
2953 SET_FLAG (tmp2, FLAG_INV_LOCKED);
2954
2955 if (who->type == PLAYER)
2956 esrv_del_item (who->contr, op->count);
2957
2958 op->destroy ();
2959 insert_ob_in_ob (tmp2, who);
2960 fix_player (who);
2961 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
2962 {
2963 if (who->type == PLAYER)
2964 {
2965 new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!");
2966 SET_FLAG (tmp2, FLAG_KNOWN_CURSED);
2967 }
2968 }
2969 if (who->type == PLAYER)
2970 esrv_send_item (who, tmp2);
2971 return 1; /* otherwise, an attempt to drop causes problems */
2972 break;
2973 case BOW:
2974 case WAND:
2975 case ROD:
2976 case HORN:
2977 clear_skill (who);
2978 new_draw_info_format (NDI_UNIQUE, 0, who, "You unready %s.", query_name (op));
2979 if (who->type == PLAYER)
2980 {
2981 who->contr->shoottype = range_none;
2982 }
2983 else
2984 {
2985 if (op->type == BOW)
2986 CLEAR_FLAG (who, FLAG_READY_BOW);
2987 else
2988 CLEAR_FLAG (who, FLAG_READY_RANGE);
2989 }
2990 break;
2991
2992 case BUILDER:
2993 new_draw_info_format (NDI_UNIQUE, 0, who, "You unready %s.", query_name (op));
2994 who->contr->shoottype = range_none;
2995 who->contr->ranges[range_builder] = NULL;
2996 break;
2997
2998 default:
2999 new_draw_info_format (NDI_UNIQUE, 0, who, "You unapply %s.", query_name (op));
3000 break;
3001 }
3002
3003 fix_player (who);
3004
3005 if (!(aflags & AP_NO_MERGE))
3006 {
3007 object *tmp;
3008
3009 tmp = merge_ob (op, NULL);
3010 if (who->type == PLAYER)
3011 {
3012 if (tmp)
3013 { /* it was merged */
3014 esrv_del_item (who->contr, op->count);
3015 op = tmp;
2720 } 3016 }
2721 if (who->type==PLAYER) {
2722 if (who->contr->shoottype == range_skill)
2723 who->contr->shoottype = range_none;
2724 if ( ! op->invisible) {
2725 new_draw_info_format (NDI_UNIQUE, 0, who,
2726 "You stop using the %s.", query_name(op));
2727 } else {
2728 new_draw_info_format (NDI_UNIQUE, 0, who,
2729 "You can no longer use the skill: %s.",
2730 op->skill);
2731 }
2732 }
2733 (void) change_abil (who, op);
2734 who->chosen_skill = NULL;
2735 CLEAR_FLAG (who, FLAG_READY_SKILL);
2736 break;
2737 3017
2738 case ARMOUR:
2739 case HELMET:
2740 case SHIELD:
2741 case RING:
2742 case BOOTS:
2743 case GLOVES:
2744 case AMULET:
2745 case GIRDLE:
2746 case BRACERS:
2747 case CLOAK:
2748 new_draw_info_format(NDI_UNIQUE, 0, who, "You unwear %s.",query_name(op));
2749 (void) change_abil (who,op);
2750 break;
2751 case LAMP:
2752 new_draw_info_format(NDI_UNIQUE, 0, who, "You turn off your %s.",
2753 op->name);
2754 tmp2 = arch_to_object(op->other_arch);
2755 tmp2->x = op->x;
2756 tmp2->y = op->y;
2757 tmp2->map = op->map;
2758 tmp2->below = op->below;
2759 tmp2->above = op->above;
2760 tmp2->stats.food = op->stats.food;
2761 CLEAR_FLAG(tmp2, FLAG_APPLIED);
2762 if (QUERY_FLAG(op, FLAG_INV_LOCKED))
2763 SET_FLAG(tmp2, FLAG_INV_LOCKED);
2764 if (who->type == PLAYER)
2765 esrv_del_item(who->contr, (tag_t)op->count);
2766 remove_ob(op);
2767 free_object(op);
2768 insert_ob_in_ob(tmp2, who);
2769 fix_player(who);
2770 if (QUERY_FLAG(op, FLAG_CURSED) || QUERY_FLAG(op, FLAG_DAMNED)) {
2771 if (who->type == PLAYER) {
2772 new_draw_info(NDI_UNIQUE, 0,who, "Oops, it feels deadly cold!");
2773 SET_FLAG(tmp2, FLAG_KNOWN_CURSED);
2774 }
2775 }
2776 if(who->type==PLAYER)
2777 esrv_send_item(who, tmp2);
2778 return 1; /* otherwise, an attempt to drop causes problems */
2779 break;
2780 case BOW:
2781 case WAND:
2782 case ROD:
2783 case HORN:
2784 clear_skill(who);
2785 new_draw_info_format(NDI_UNIQUE, 0, who, "You unready %s.",query_name(op));
2786 if(who->type==PLAYER) {
2787 who->contr->shoottype = range_none;
2788 } else {
2789 if (op->type == BOW)
2790 CLEAR_FLAG (who, FLAG_READY_BOW);
2791 else
2792 CLEAR_FLAG(who, FLAG_READY_RANGE);
2793 }
2794 break;
2795
2796 case BUILDER:
2797 new_draw_info_format(NDI_UNIQUE, 0, who, "You unready %s.",query_name(op));
2798 who->contr->shoottype = range_none;
2799 who->contr->ranges[ range_builder ] = NULL;
2800 break;
2801
2802 default:
2803 new_draw_info_format(NDI_UNIQUE, 0, who, "You unapply %s.",query_name(op));
2804 break;
2805 }
2806
2807 fix_player(who);
2808
2809 if ( ! (aflags & AP_NO_MERGE)) {
2810 object *tmp;
2811
2812 tag_t del_tag = op->count;
2813 tmp = merge_ob (op, NULL);
2814 if (who->type == PLAYER) {
2815 if (tmp) { /* it was merged */
2816 esrv_del_item (who->contr, del_tag);
2817 op = tmp;
2818 }
2819 esrv_send_item (who, op); 3018 esrv_send_item (who, op);
2820 } 3019 }
2821 } 3020 }
2822 return 0; 3021 return 0;
2823} 3022}
2824 3023
2825/** 3024/**
2826 * Returns the object that is using location 'loc'. 3025 * Returns the object that is using location 'loc'.
2827 * Note that 'start' is the first object to start examing - we 3026 * Note that 'start' is the first object to start examing - we
2834 * loc is the index into the array we are looking for a match. 3033 * loc is the index into the array we are looking for a match.
2835 * don't return invisible objects unless they are skill objects 3034 * don't return invisible objects unless they are skill objects
2836 * invisible other objects that use 3035 * invisible other objects that use
2837 * up body locations can be used as restrictions. 3036 * up body locations can be used as restrictions.
2838 */ 3037 */
3038object *
2839object *get_item_from_body_location(object *start, int loc) 3039get_item_from_body_location (object *start, int loc)
2840{ 3040{
2841 object *tmp; 3041 object *tmp;
2842 3042
2843 if (!start) return NULL; 3043 if (!start)
2844
2845 for (tmp=start; tmp; tmp=tmp->below)
2846 if (QUERY_FLAG(tmp, FLAG_APPLIED) && tmp->body_info[loc] &&
2847 (!tmp->invisible || tmp->type==SKILL)) return tmp;
2848
2849 return NULL; 3044 return NULL;
3045
3046 for (tmp = start; tmp; tmp = tmp->below)
3047 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->body_info[loc] && (!tmp->invisible || tmp->type == SKILL))
3048 return tmp;
3049
3050 return NULL;
2850} 3051}
2851 3052
2852 3053
2853 3054
2854/** 3055/**
2860 * Returns 0 on success, returns 1 if there is some problem. 3061 * Returns 0 on success, returns 1 if there is some problem.
2861 * if aflags is AP_PRINT, we instead print out waht to unapply 3062 * if aflags is AP_PRINT, we instead print out waht to unapply
2862 * instead of doing it. This is a lot less code than having 3063 * instead of doing it. This is a lot less code than having
2863 * another function that does just that. 3064 * another function that does just that.
2864 */ 3065 */
3066int
2865int unapply_for_ob(object *who, object *op, int aflags) 3067unapply_for_ob (object *who, object *op, int aflags)
2866{ 3068{
2867 int i; 3069 int i;
2868 object *tmp=NULL, *last; 3070 object *tmp = NULL, *last;
2869 3071
2870 /* If we are applying a shield or weapon, unapply any equipped shield 3072 /* If we are applying a shield or weapon, unapply any equipped shield
2871 * or weapons first - only allowed to use one weapon/shield at a time. 3073 * or weapons first - only allowed to use one weapon/shield at a time.
2872 */ 3074 */
2873 if (op->type == WEAPON || op->type == SHIELD) { 3075 if (op->type == WEAPON || op->type == SHIELD)
3076 {
2874 for (tmp=who->inv; tmp; tmp=tmp->below) { 3077 for (tmp = who->inv; tmp; tmp = tmp->below)
3078 {
2875 if (QUERY_FLAG(tmp, FLAG_APPLIED) && tmp->type == op->type) { 3079 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == op->type)
2876 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || 3080 {
2877 (!QUERY_FLAG(tmp, FLAG_CURSED) && !QUERY_FLAG(tmp, FLAG_DAMNED))) { 3081 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED)))
3082 {
2878 if (aflags & AP_PRINT) 3083 if (aflags & AP_PRINT)
2879 new_draw_info(NDI_UNIQUE, 0, who, query_name(tmp)); 3084 new_draw_info (NDI_UNIQUE, 0, who, query_name (tmp));
2880 else 3085 else
2881 unapply_special(who, tmp, aflags); 3086 unapply_special (who, tmp, aflags);
2882 } 3087 }
2883 else { 3088 else
3089 {
2884 /* In this case, we want to try and remove a cursed item. 3090 /* In this case, we want to try and remove a cursed item.
2885 * While we know it won't work, we want unapply_special to 3091 * While we know it won't work, we want unapply_special to
2886 * at least generate the message. 3092 * at least generate the message.
2887 */ 3093 */
2888 new_draw_info_format(NDI_UNIQUE, 0, who, 3094 new_draw_info_format (NDI_UNIQUE, 0, who, "No matter how hard you try, you just can't\nremove %s.", query_name (tmp));
2889 "No matter how hard you try, you just can't\nremove %s.",
2890 query_name(tmp));
2891 return 1; 3095 return 1;
2892 } 3096 }
2893 3097
2894 } 3098 }
2895 } 3099 }
2896 } 3100 }
2897 3101
2898 for (i=0; i<NUM_BODY_LOCATIONS; i++) { 3102 for (i = 0; i < NUM_BODY_LOCATIONS; i++)
3103 {
2899 /* this used up a slot that we need to free */ 3104 /* this used up a slot that we need to free */
2900 if (op->body_info[i]) { 3105 if (op->body_info[i])
3106 {
2901 last = who->inv; 3107 last = who->inv;
2902 3108
2903 /* We do a while loop - may need to remove several items in order 3109 /* We do a while loop - may need to remove several items in order
2904 * to free up enough slots. 3110 * to free up enough slots.
2905 */ 3111 */
2906 while ((who->body_used[i] + op->body_info[i]) < 0) { 3112 while ((who->body_used[i] + op->body_info[i]) < 0)
3113 {
2907 tmp = get_item_from_body_location(last, i); 3114 tmp = get_item_from_body_location (last, i);
2908 if (!tmp) { 3115 if (!tmp)
3116 {
2909#if 0 3117#if 0
2910 /* Not a bug - we'll get this if the player has cursed items 3118 /* Not a bug - we'll get this if the player has cursed items
2911 * equipped. 3119 * equipped.
2912 */ 3120 */
2913 LOG(llevError,"Can't find object using location %d (%s) on %s\n", 3121 LOG (llevError, "Can't find object using location %d (%s) on %s\n", i, body_locations[i].save_name, who->name);
2914 i, body_locations[i].save_name, who->name);
2915#endif 3122#endif
2916 return 1; 3123 return 1;
2917 } 3124 }
2918 /* If we are just printing, we don't care about cursed status */ 3125 /* If we are just printing, we don't care about cursed status */
2919 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || 3126 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!(QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))))
2920 (!(QUERY_FLAG(tmp, FLAG_CURSED) || QUERY_FLAG(tmp, FLAG_DAMNED)))) { 3127 {
2921 if (aflags & AP_PRINT) 3128 if (aflags & AP_PRINT)
2922 new_draw_info(NDI_UNIQUE, 0, who, query_name(tmp)); 3129 new_draw_info (NDI_UNIQUE, 0, who, query_name (tmp));
2923 else 3130 else
2924 unapply_special(who, tmp, aflags); 3131 unapply_special (who, tmp, aflags);
2925 } 3132 }
2926 else { 3133 else
3134 {
2927 /* Cursed item that we can't unequip - tell the player. 3135 /* Cursed item that we can't unequip - tell the player.
2928 * Note this could be annoying if this is just one of a few, 3136 * Note this could be annoying if this is just one of a few,
2929 * so it may not be critical (eg, putting on a ring and you have 3137 * so it may not be critical (eg, putting on a ring and you have
2930 * one cursed ring.) 3138 * one cursed ring.)
2931 */ 3139 */
2932 new_draw_info_format(NDI_UNIQUE, 0, who, "The %s just won't come off", query_name(tmp)); 3140 new_draw_info_format (NDI_UNIQUE, 0, who, "The %s just won't come off", query_name (tmp));
2933 } 3141 }
2934 last = tmp->below; 3142 last = tmp->below;
2935 } 3143 }
2936 /* if we got here, this slot is freed up - otherwise, if it wasn't freed up, the 3144 /* if we got here, this slot is freed up - otherwise, if it wasn't freed up, the
2937 * return in the !tmp would have kicked in. 3145 * return in the !tmp would have kicked in.
2938 */ 3146 */
2939 } /* if op is using this body location */ 3147 } /* if op is using this body location */
2940 } /* for body lcoations */ 3148 } /* for body lcoations */
2941 return 0; 3149 return 0;
2942} 3150}
2943 3151
2944/** 3152/**
2945 * Checks to see if 'who' can apply object 'op'. 3153 * Checks to see if 'who' can apply object 'op'.
2946 * Returns 0 if apply can be done without anything special. 3154 * Returns 0 if apply can be done without anything special.
2950 * is set, do we really are what the other flags may be?) 3158 * is set, do we really are what the other flags may be?)
2951 * 3159 *
2952 * See include/define.h for detailed description of the meaning of 3160 * See include/define.h for detailed description of the meaning of
2953 * these return values. 3161 * these return values.
2954 */ 3162 */
3163int
2955int can_apply_object(object *who, object *op) 3164can_apply_object (object *who, object *op)
2956{ 3165{
2957 if (INVOKE_OBJECT (CAN_BE_APPLIED, op, ARG_OBJECT (who)) 3166 if (INVOKE_OBJECT (CAN_BE_APPLIED, op, ARG_OBJECT (who)) || INVOKE_OBJECT (CAN_APPLY, who, ARG_OBJECT (op)))
2958 || INVOKE_OBJECT (CAN_APPLY, who, ARG_OBJECT (op)))
2959 return RESULT_INT (0); 3167 return RESULT_INT (0);
2960 3168
2961 int i, retval=0; 3169 int i, retval = 0;
2962 object *tmp=NULL, *ws=NULL; 3170 object *tmp = NULL, *ws = NULL;
2963 3171
2964 /* Players have 2 'arm's, so they could in theory equip 2 shields or 3172 /* Players have 2 'arm's, so they could in theory equip 2 shields or
2965 * 2 weapons, but we don't want to let them do that. So if they are 3173 * 2 weapons, but we don't want to let them do that. So if they are
2966 * trying to equip a weapon or shield, see if they already have one 3174 * trying to equip a weapon or shield, see if they already have one
2967 * in place and store that way. 3175 * in place and store that way.
2968 */ 3176 */
2969 if (op->type == WEAPON || op->type == SHIELD) { 3177 if (op->type == WEAPON || op->type == SHIELD)
3178 {
2970 for (tmp=who->inv; tmp && !ws; tmp=tmp->below) { 3179 for (tmp = who->inv; tmp && !ws; tmp = tmp->below)
3180 {
2971 if (QUERY_FLAG(tmp, FLAG_APPLIED) && tmp->type == op->type) { 3181 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == op->type)
3182 {
2972 retval = CAN_APPLY_UNAPPLY; 3183 retval = CAN_APPLY_UNAPPLY;
2973 ws = tmp; 3184 ws = tmp;
2974 } 3185 }
2975 } 3186 }
2976 } 3187 }
3188
3189
3190 for (i = 0; i < NUM_BODY_LOCATIONS; i++)
3191 {
3192 if (op->body_info[i])
2977 3193 {
2978
2979 for (i=0; i<NUM_BODY_LOCATIONS; i++) {
2980 if (op->body_info[i]) {
2981 /* Item uses more slots than we have */ 3194 /* Item uses more slots than we have */
2982 if (FABS(op->body_info[i]) > who->body_info[i]) { 3195 if (FABS (op->body_info[i]) > who->body_info[i])
3196 {
2983 /* Could return now for efficiently - rest of info below isn' 3197 /* Could return now for efficiently - rest of info below isn'
2984 * really needed. 3198 * really needed.
2985 */ 3199 */
2986 retval |= CAN_APPLY_NEVER; 3200 retval |= CAN_APPLY_NEVER;
3201 }
2987 } else if ((who->body_used[i] + op->body_info[i]) < 0) { 3202 else if ((who->body_used[i] + op->body_info[i]) < 0)
3203 {
2988 /* in this case, equipping this would use more free spots than 3204 /* in this case, equipping this would use more free spots than
2989 * we have. 3205 * we have.
2990 */ 3206 */
2991 object *tmp1; 3207 object *tmp1;
2992 3208
2993 3209
2994 /* if we have an applied weapon/shield, and unapply it would free 3210 /* if we have an applied weapon/shield, and unapply it would free
2995 * enough slots to equip the new item, then just set this can 3211 * enough slots to equip the new item, then just set this can
2996 * continue. We don't care about the logic below - if you have 3212 * continue. We don't care about the logic below - if you have
2997 * shield equipped and try to equip another shield, there is only 3213 * shield equipped and try to equip another shield, there is only
2998 * one choice. However, the check for the number of body locations 3214 * one choice. However, the check for the number of body locations
2999 * does take into the account cases where what is being applied 3215 * does take into the account cases where what is being applied
3000 * may be two handed for example. 3216 * may be two handed for example.
3001 */ 3217 */
3002 if (ws) { 3218 if (ws)
3219 {
3003 if ((who->body_used[i] - ws->body_info[i] + op->body_info[i]) >=0) { 3220 if ((who->body_used[i] - ws->body_info[i] + op->body_info[i]) >= 0)
3221 {
3004 retval |= CAN_APPLY_UNAPPLY; 3222 retval |= CAN_APPLY_UNAPPLY;
3005 continue; 3223 continue;
3006 } 3224 }
3007 } 3225 }
3008 3226
3009 tmp1 = get_item_from_body_location(who->inv, i); 3227 tmp1 = get_item_from_body_location (who->inv, i);
3010 if (!tmp1) { 3228 if (!tmp1)
3229 {
3011#if 0 3230#if 0
3012 /* This is sort of an error, but happens a lot when old players 3231 /* This is sort of an error, but happens a lot when old players
3013 * join in with more stuff equipped than they are now allowed. 3232 * join in with more stuff equipped than they are now allowed.
3014 */ 3233 */
3015 LOG(llevError,"Can't find object using location %d on %s\n", 3234 LOG (llevError, "Can't find object using location %d on %s\n", i, who->name);
3016 i, who->name);
3017#endif 3235#endif
3018 retval |= CAN_APPLY_NEVER; 3236 retval |= CAN_APPLY_NEVER;
3237 }
3019 } else { 3238 else
3239 {
3020 /* need to unapply something. However, if this something 3240 /* need to unapply something. However, if this something
3021 * is different than we had found before, it means they need 3241 * is different than we had found before, it means they need
3022 * to apply multiple objects 3242 * to apply multiple objects
3023 */ 3243 */
3024 retval |= CAN_APPLY_UNAPPLY; 3244 retval |= CAN_APPLY_UNAPPLY;
3245 if (!tmp)
3025 if (!tmp) tmp = tmp1; 3246 tmp = tmp1;
3026 else if (tmp != tmp1) { 3247 else if (tmp != tmp1)
3248 {
3027 retval |= CAN_APPLY_UNAPPLY_MULT; 3249 retval |= CAN_APPLY_UNAPPLY_MULT;
3028 } 3250 }
3029 /* This object isn't using up all the slots, so there must 3251 /* This object isn't using up all the slots, so there must
3030 * be another. If so, and it the new item doesn't need all 3252 * be another. If so, and it the new item doesn't need all
3031 * the slots, the player then has a choice. 3253 * the slots, the player then has a choice.
3032 */ 3254 */
3033 if (((who->body_used[i] - tmp1->body_info[i]) != who->body_info[i]) && 3255 if (((who->body_used[i] - tmp1->body_info[i]) != who->body_info[i]) && (FABS (op->body_info[i]) < who->body_info[i]))
3034 (FABS(op->body_info[i]) < who->body_info[i]))
3035 retval |= CAN_APPLY_UNAPPLY_CHOICE; 3256 retval |= CAN_APPLY_UNAPPLY_CHOICE;
3036 3257
3037 /* Does unequippint 'tmp1' free up enough slots for this to be 3258 /* Does unequippint 'tmp1' free up enough slots for this to be
3038 * equipped? If not, there must be something else to unapply. 3259 * equipped? If not, there must be something else to unapply.
3039 */ 3260 */
3040 if ((who->body_used[i] + op->body_info[i] - tmp1->body_info[i]) < 0) 3261 if ((who->body_used[i] + op->body_info[i] - tmp1->body_info[i]) < 0)
3041 retval |= CAN_APPLY_UNAPPLY_MULT; 3262 retval |= CAN_APPLY_UNAPPLY_MULT;
3042 3263
3043 } 3264 }
3044 } /* if not enough free slots */ 3265 } /* if not enough free slots */
3045 } /* if this object uses location i */ 3266 } /* if this object uses location i */
3046 } /* for i -> num_body_locations loop */ 3267 } /* for i -> num_body_locations loop */
3047 3268
3048 /* Note that we don't check for FLAG_USE_ARMOUR - that should 3269 /* Note that we don't check for FLAG_USE_ARMOUR - that should
3049 * really be controlled by use of body locations. We do have 3270 * really be controlled by use of body locations. We do have
3050 * the weapon/shield checks, and the range checks for monsters, 3271 * the weapon/shield checks, and the range checks for monsters,
3051 * because you can't control those just by body location - bows, shields, 3272 * because you can't control those just by body location - bows, shields,
3052 * and weapons all use the same slot. Similar for horn/rod/wand - they 3273 * and weapons all use the same slot. Similar for horn/rod/wand - they
3053 * all use the same location. 3274 * all use the same location.
3054 */ 3275 */
3055 if (op->type == WEAPON && !QUERY_FLAG(who,FLAG_USE_WEAPON)) 3276 if (op->type == WEAPON && !QUERY_FLAG (who, FLAG_USE_WEAPON))
3277 retval |= CAN_APPLY_RESTRICTION;
3278 if (op->type == SHIELD && !QUERY_FLAG (who, FLAG_USE_SHIELD))
3279 retval |= CAN_APPLY_RESTRICTION;
3280
3281
3282 if (who->type != PLAYER)
3283 {
3284 if ((op->type == WAND || op->type == HORN || op->type == ROD) && !QUERY_FLAG (who, FLAG_USE_RANGE))
3056 retval |= CAN_APPLY_RESTRICTION; 3285 retval |= CAN_APPLY_RESTRICTION;
3057 if (op->type == SHIELD && !QUERY_FLAG(who,FLAG_USE_SHIELD)) 3286 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW))
3058 retval |= CAN_APPLY_RESTRICTION; 3287 retval |= CAN_APPLY_RESTRICTION;
3059
3060
3061 if (who->type != PLAYER) {
3062 if ((op->type == WAND || op->type == HORN || op->type==ROD)
3063 && !QUERY_FLAG(who, FLAG_USE_RANGE))
3064 retval |= CAN_APPLY_RESTRICTION;
3065 if (op->type == BOW && !QUERY_FLAG(who, FLAG_USE_BOW))
3066 retval |= CAN_APPLY_RESTRICTION;
3067 if (op->type == RING && !QUERY_FLAG(who, FLAG_USE_RING)) 3288 if (op->type == RING && !QUERY_FLAG (who, FLAG_USE_RING))
3068 retval |= CAN_APPLY_RESTRICTION; 3289 retval |= CAN_APPLY_RESTRICTION;
3069 if (op->type == BOW && !QUERY_FLAG(who, FLAG_USE_BOW)) 3290 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW))
3070 retval |= CAN_APPLY_RESTRICTION; 3291 retval |= CAN_APPLY_RESTRICTION;
3071 } 3292 }
3072 return retval; 3293 return retval;
3073} 3294}
3074 3295
3075 3296
3076 3297
3077/** 3298/**
3078 * who is the object using the object. It can be a monster. 3299 * who is the object using the object. It can be a monster.
3079 * op is the object they are using. op is an equipment type item, 3300 * op is the object they are using. op is an equipment type item,
3080 * eg, one which you put on and keep on for a while, and not something 3301 * eg, one which you put on and keep on for a while, and not something
3094 * 3315 *
3095 * Usage example: apply_special (who, op, AP_UNAPPLY | AP_IGNORE_CURSE) 3316 * Usage example: apply_special (who, op, AP_UNAPPLY | AP_IGNORE_CURSE)
3096 * 3317 *
3097 * apply_special() doesn't check for unpaid items. 3318 * apply_special() doesn't check for unpaid items.
3098 */ 3319 */
3320int
3099int apply_special (object *who, object *op, int aflags) 3321apply_special (object *who, object *op, int aflags)
3100{ 3322{
3101 int basic_flag = aflags & AP_BASIC_FLAGS; 3323 int basic_flag = aflags & AP_BASIC_FLAGS;
3102 object *tmp, *tmp2, *skop=NULL; 3324 object *tmp, *tmp2, *skop = NULL;
3103 int i; 3325 int i;
3104 3326
3105 if(who==NULL) { 3327 if (who == NULL)
3328 {
3106 LOG(llevError,"apply_special() from object without environment.\n"); 3329 LOG (llevError, "apply_special() from object without environment.\n");
3107 return 1; 3330 return 1;
3108 } 3331 }
3109 3332
3110 if(op->env!=who) 3333 if (op->env != who)
3111 return 1; /* op is not in inventory */ 3334 return 1; /* op is not in inventory */
3112 3335
3113 /* trying to unequip op */ 3336 /* trying to unequip op */
3114 if (QUERY_FLAG(op,FLAG_APPLIED)) { 3337 if (QUERY_FLAG (op, FLAG_APPLIED))
3338 {
3115 /* always apply, so no reason to unapply */ 3339 /* always apply, so no reason to unapply */
3116 if (basic_flag == AP_APPLY) return 0; 3340 if (basic_flag == AP_APPLY)
3341 return 0;
3117 3342
3118 if ( ! (aflags & AP_IGNORE_CURSE)
3119 && (QUERY_FLAG(op, FLAG_CURSED) || QUERY_FLAG(op, FLAG_DAMNED))) { 3343 if (!(aflags & AP_IGNORE_CURSE) && (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)))
3120 new_draw_info_format(NDI_UNIQUE, 0, who, 3344 {
3121 "No matter how hard you try, you just can't\nremove %s.", 3345 new_draw_info_format (NDI_UNIQUE, 0, who, "No matter how hard you try, you just can't\nremove %s.", query_name (op));
3122 query_name(op)); 3346 return 1;
3347 }
3348 return unapply_special (who, op, aflags);
3349 }
3350
3351 if (basic_flag == AP_UNAPPLY)
3352 return 0;
3353
3354 i = can_apply_object (who, op);
3355
3356 /* Can't just apply this object. Lets see what not and what to do */
3357 if (i)
3358 {
3359 if (i & CAN_APPLY_NEVER)
3360 {
3361 new_draw_info_format (NDI_UNIQUE, 0, who, "You don't have the body to use a %s\n", query_name (op));
3362 return 1;
3363 }
3364 else if (i & CAN_APPLY_RESTRICTION)
3365 {
3366 new_draw_info_format (NDI_UNIQUE, 0, who, "You have a prohibition against using a %s\n", query_name (op));
3367 return 1;
3368 }
3369 if (who->type != PLAYER)
3370 {
3371 /* Some error, so don't try to equip something more */
3372 if (unapply_for_ob (who, op, aflags))
3123 return 1; 3373 return 1;
3124 } 3374 }
3125 return unapply_special(who, op, aflags); 3375 else
3126 }
3127
3128 if (basic_flag == AP_UNAPPLY) return 0;
3129
3130 i = can_apply_object(who, op);
3131
3132 /* Can't just apply this object. Lets see what not and what to do */
3133 if (i) {
3134 if (i & CAN_APPLY_NEVER) {
3135 new_draw_info_format(NDI_UNIQUE, 0, who, "You don't have the body to use a %s\n", query_name(op));
3136 return 1;
3137 } else if (i & CAN_APPLY_RESTRICTION) {
3138 new_draw_info_format(NDI_UNIQUE, 0, who, "You have a prohibition against using a %s\n", query_name(op));
3139 return 1;
3140 } 3376 {
3141 if (who->type != PLAYER) {
3142 /* Some error, so don't try to equip something more */
3143 if (unapply_for_ob(who, op, aflags)) return 1;
3144 } else {
3145 if (who->contr->unapply == unapply_never ||
3146 (i & CAN_APPLY_UNAPPLY_CHOICE && who->contr->unapply == unapply_nochoice)) { 3377 if (who->contr->unapply == unapply_never || (i & CAN_APPLY_UNAPPLY_CHOICE && who->contr->unapply == unapply_nochoice))
3378 {
3147 new_draw_info(NDI_UNIQUE, 0, who, "You need to unapply some item(s):"); 3379 new_draw_info (NDI_UNIQUE, 0, who, "You need to unapply some item(s):");
3148 unapply_for_ob(who, op, AP_PRINT); 3380 unapply_for_ob (who, op, AP_PRINT);
3381 return 1;
3382 }
3383 else if (who->contr->unapply == unapply_always || !(i & CAN_APPLY_UNAPPLY_CHOICE))
3384 {
3385 i = unapply_for_ob (who, op, aflags);
3386 if (i)
3149 return 1; 3387 return 1;
3150 } 3388 }
3151 else if (who->contr->unapply == unapply_always || !(i & CAN_APPLY_UNAPPLY_CHOICE)) {
3152 i = unapply_for_ob(who, op, aflags);
3153 if (i) return 1;
3154 } 3389 }
3155 }
3156 } 3390 }
3157 if (op->skill && op->type != SKILL && op->type != SKILL_TOOL) { 3391 if (op->skill && op->type != SKILL && op->type != SKILL_TOOL)
3392 {
3158 skop=find_skill_by_name(who, op->skill); 3393 skop = find_skill_by_name (who, op->skill);
3159 if (!skop) { 3394 if (!skop)
3395 {
3160 new_draw_info_format(NDI_UNIQUE, 0, who, "You need the %s skill to use this item!", op->skill); 3396 new_draw_info_format (NDI_UNIQUE, 0, who, "You need the %s skill to use this item!", &op->skill);
3397 return 1;
3398 }
3399 else
3400 {
3401 /* While experience will be credited properly, we want to change the
3402 * skill so that the dam and wc get updated
3403 */
3404 change_skill (who, skop, 0);
3405 }
3406 }
3407
3408 if (who->type == PLAYER && op->item_power && (op->item_power + who->contr->item_power) > (settings.item_power_factor * who->level))
3409 {
3410 new_draw_info (NDI_UNIQUE, 0, who, "Equipping that combined with other items would consume your soul!");
3411 return 1;
3412 }
3413
3414
3415 /* Ok. We are now at the state where we can apply the new object.
3416 * Note that we don't have the checks for can_use_...
3417 * below - that is already taken care of by can_apply_object.
3418 */
3419
3420
3421 if (op->nrof > 1)
3422 tmp = get_split_ob (op, op->nrof - 1);
3423 else
3424 tmp = NULL;
3425
3426 if (INVOKE_OBJECT (BE_READY, op, ARG_OBJECT (who)) || INVOKE_OBJECT (READY, who, ARG_OBJECT (op)))
3427 return RESULT_INT (0);
3428
3429 switch (op->type)
3430 {
3431 case WEAPON:
3432 if (!check_weapon_power (who, op->last_eat))
3433 {
3434 new_draw_info (NDI_UNIQUE, 0, who, "That weapon is too powerful for you to use.");
3435 new_draw_info (NDI_UNIQUE, 0, who, "It would consume your soul!.");
3436 if (tmp != NULL)
3437 (void) insert_ob_in_ob (tmp, who);
3161 return 1; 3438 return 1;
3162 } else {
3163 /* While experience will be credited properly, we want to change the
3164 * skill so that the dam and wc get updated
3165 */
3166 change_skill(who, skop, 0);
3167 }
3168 }
3169
3170 if (who->type == PLAYER && op->item_power &&
3171 (op->item_power + who->contr->item_power) > (settings.item_power_factor * who->level)) {
3172 new_draw_info(NDI_UNIQUE, 0, who, "Equipping that combined with other items would consume your soul!");
3173 return 1;
3174 }
3175
3176
3177 /* Ok. We are now at the state where we can apply the new object.
3178 * Note that we don't have the checks for can_use_...
3179 * below - that is already taken care of by can_apply_object.
3180 */
3181
3182
3183 if(op->nrof > 1)
3184 tmp = get_split_ob(op,op->nrof - 1);
3185 else
3186 tmp = NULL;
3187
3188 if (INVOKE_OBJECT (BE_READY, op, ARG_OBJECT (who))
3189 || INVOKE_OBJECT (READY, who, ARG_OBJECT (op)))
3190 return RESULT_INT (0);
3191
3192 switch(op->type) {
3193 case WEAPON:
3194 if (!check_weapon_power(who, op->last_eat)) {
3195 new_draw_info(NDI_UNIQUE, 0,who,
3196 "That weapon is too powerful for you to use.");
3197 new_draw_info(NDI_UNIQUE, 0, who, "It would consume your soul!.");
3198 if(tmp!=NULL)
3199 (void) insert_ob_in_ob(tmp,who);
3200 return 1;
3201 } 3439 }
3202 if( op->level && (strncmp(op->name,who->name,strlen(who->name)))) { 3440 if (op->level && (strncmp (op->name, who->name, strlen (who->name))))
3441 {
3203 /* if the weapon does not have the name as the character, can't use it. */ 3442 /* if the weapon does not have the name as the character, can't use it. */
3204 /* (Ragnarok's sword attempted to be used by Foo: won't work) */ 3443 /* (Ragnarok's sword attempted to be used by Foo: won't work) */
3205 new_draw_info(NDI_UNIQUE, 0,who,"The weapon does not recognize you as its owner."); 3444 new_draw_info (NDI_UNIQUE, 0, who, "The weapon does not recognize you as its owner.");
3206 if(tmp!=NULL) 3445 if (tmp != NULL)
3207 (void) insert_ob_in_ob(tmp,who); 3446 (void) insert_ob_in_ob (tmp, who);
3208 return 1; 3447 return 1;
3209 } 3448 }
3210 SET_FLAG(op, FLAG_APPLIED); 3449 SET_FLAG (op, FLAG_APPLIED);
3211 3450
3451 if (skop)
3212 if (skop) change_skill(who, skop, 1); 3452 change_skill (who, skop, 1);
3213 if(!QUERY_FLAG(who,FLAG_READY_WEAPON)) 3453 if (!QUERY_FLAG (who, FLAG_READY_WEAPON))
3214 SET_FLAG(who, FLAG_READY_WEAPON); 3454 SET_FLAG (who, FLAG_READY_WEAPON);
3215 3455
3216 new_draw_info_format(NDI_UNIQUE, 0, who, "You wield %s.",query_name(op)); 3456 new_draw_info_format (NDI_UNIQUE, 0, who, "You wield %s.", query_name (op));
3217 3457
3218 (void) change_abil (who,op); 3458 (void) change_abil (who, op);
3219 break; 3459 break;
3220 3460
3221 case ARMOUR: 3461 case ARMOUR:
3222 case HELMET: 3462 case HELMET:
3223 case SHIELD: 3463 case SHIELD:
3224 case BOOTS: 3464 case BOOTS:
3225 case GLOVES: 3465 case GLOVES:
3226 case GIRDLE: 3466 case GIRDLE:
3227 case BRACERS: 3467 case BRACERS:
3228 case CLOAK: 3468 case CLOAK:
3229 case RING: 3469 case RING:
3230 case AMULET: 3470 case AMULET:
3231 SET_FLAG(op, FLAG_APPLIED); 3471 SET_FLAG (op, FLAG_APPLIED);
3232 new_draw_info_format(NDI_UNIQUE, 0, who, "You wear %s.",query_name(op)); 3472 new_draw_info_format (NDI_UNIQUE, 0, who, "You wear %s.", query_name (op));
3233 (void) change_abil (who,op); 3473 (void) change_abil (who, op);
3234 break; 3474 break;
3235 case LAMP: 3475 case LAMP:
3236 if (op->stats.food < 1) { 3476 if (op->stats.food < 1)
3477 {
3237 new_draw_info_format(NDI_UNIQUE, 0, who, "Your %s is out of" 3478 new_draw_info_format (NDI_UNIQUE, 0, who, "Your %s is out of" " fuel!", &op->name);
3238 " fuel!", op->name);
3239 return 1; 3479 return 1;
3240 } 3480 }
3241 new_draw_info_format(NDI_UNIQUE, 0, who, "You turn on your %s.", 3481 new_draw_info_format (NDI_UNIQUE, 0, who, "You turn on your %s.", &op->name);
3242 op->name);
3243 tmp2 = arch_to_object(op->other_arch); 3482 tmp2 = arch_to_object (op->other_arch);
3244 tmp2->stats.food = op->stats.food; 3483 tmp2->stats.food = op->stats.food;
3245 SET_FLAG(tmp2, FLAG_APPLIED); 3484 SET_FLAG (tmp2, FLAG_APPLIED);
3246 if (QUERY_FLAG(op, FLAG_INV_LOCKED)) 3485 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
3247 SET_FLAG(tmp2, FLAG_INV_LOCKED); 3486 SET_FLAG (tmp2, FLAG_INV_LOCKED);
3248 insert_ob_in_ob(tmp2, who); 3487 insert_ob_in_ob (tmp2, who);
3249 3488
3250 /* Remove the old lantern */ 3489 /* Remove the old lantern */
3490 if (who->type == PLAYER)
3491 esrv_del_item (who->contr, op->count);
3492
3493 op->destroy ();
3494
3495 /* insert the portion that was split off */
3496 if (tmp != NULL)
3497 {
3498 (void) insert_ob_in_ob (tmp, who);
3251 if (who->type == PLAYER) 3499 if (who->type == PLAYER)
3252 esrv_del_item(who->contr, (tag_t)op->count);
3253 remove_ob(op);
3254 free_object(op);
3255
3256 /* insert the portion that was split off */
3257 if(tmp!=NULL) {
3258 (void) insert_ob_in_ob(tmp,who);
3259 if(who->type==PLAYER)
3260 esrv_send_item(who, tmp); 3500 esrv_send_item (who, tmp);
3261 } 3501 }
3262 fix_player(who); 3502 fix_player (who);
3263 if (QUERY_FLAG(op, FLAG_CURSED) || QUERY_FLAG(op, FLAG_DAMNED)) { 3503 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
3504 {
3264 if (who->type == PLAYER) { 3505 if (who->type == PLAYER)
3506 {
3265 new_draw_info(NDI_UNIQUE, 0,who, "Oops, it feels deadly cold!"); 3507 new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!");
3266 SET_FLAG(tmp2, FLAG_KNOWN_CURSED); 3508 SET_FLAG (tmp2, FLAG_KNOWN_CURSED);
3267 } 3509 }
3268 } 3510 }
3269 if(who->type==PLAYER) 3511 if (who->type == PLAYER)
3270 esrv_send_item(who, tmp2); 3512 esrv_send_item (who, tmp2);
3271 return 0; 3513 return 0;
3272 break; 3514 break;
3273 3515
3274 /* this part is needed for skill-tools */ 3516 /* this part is needed for skill-tools */
3275 case SKILL: 3517 case SKILL:
3276 case SKILL_TOOL: 3518 case SKILL_TOOL:
3277 if (who->chosen_skill) { 3519 if (who->chosen_skill)
3520 {
3278 LOG (llevError, "BUG: apply_special(): can't apply two skills\n"); 3521 LOG (llevError, "BUG: apply_special(): can't apply two skills\n");
3279 return 1; 3522 return 1;
3280 } 3523 }
3281 if (who->type == PLAYER) { 3524 if (who->type == PLAYER)
3525 {
3282 who->contr->shoottype = range_skill; 3526 who->contr->shoottype = range_skill;
3283 who->contr->ranges[range_skill] = op; 3527 who->contr->ranges[range_skill] = op;
3284 if ( ! op->invisible) { 3528 if (!op->invisible)
3285 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.",
3286 query_name (op));
3287 new_draw_info_format (NDI_UNIQUE, 0, who,
3288 "You can now use the skill: %s.",
3289 op->skill);
3290 } else {
3291 new_draw_info_format (NDI_UNIQUE, 0, who, "Readied skill: %s.",
3292 op->skill? op->skill:op->name);
3293 } 3529 {
3294 }
3295 SET_FLAG (op, FLAG_APPLIED);
3296 (void) change_abil (who, op);
3297 who->chosen_skill = op;
3298 SET_FLAG (who, FLAG_READY_SKILL);
3299 break;
3300
3301 case BOW:
3302 if (!check_weapon_power(who, op->last_eat)) {
3303 new_draw_info(NDI_UNIQUE, 0, who,
3304 "That item is too powerful for you to use.");
3305 new_draw_info(NDI_UNIQUE, 0, who, "It would consume your soul!.");
3306 if(tmp != NULL)
3307 (void)insert_ob_in_ob(tmp,who);
3308 return 1;
3309 }
3310 if( op->level && (strncmp(op->name,who->name,strlen(who->name)))) {
3311 new_draw_info(NDI_UNIQUE, 0, who,
3312 "The weapon does not recognize you as its owner.");
3313 if(tmp != NULL)
3314 (void)insert_ob_in_ob(tmp,who);
3315 return 1;
3316 }
3317 /*FALLTHROUGH*/
3318 case WAND:
3319 case ROD:
3320 case HORN:
3321 /* check for skill, alter player status */
3322 SET_FLAG(op, FLAG_APPLIED);
3323 if (skop) change_skill(who, skop, 0);
3324 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.", query_name(op)); 3530 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.", query_name (op));
3531 new_draw_info_format (NDI_UNIQUE, 0, who, "You can now use the skill: %s.", &op->skill);
3532 }
3533 else
3534 {
3535 new_draw_info_format (NDI_UNIQUE, 0, who, "Readied skill: %s.", op->skill ? &op->skill : &op->name);
3536 }
3537 }
3538 SET_FLAG (op, FLAG_APPLIED);
3539 (void) change_abil (who, op);
3540 who->chosen_skill = op;
3541 SET_FLAG (who, FLAG_READY_SKILL);
3542 break;
3325 3543
3544 case BOW:
3545 if (!check_weapon_power (who, op->last_eat))
3546 {
3547 new_draw_info (NDI_UNIQUE, 0, who, "That item is too powerful for you to use.");
3548 new_draw_info (NDI_UNIQUE, 0, who, "It would consume your soul!.");
3549 if (tmp != NULL)
3550 (void) insert_ob_in_ob (tmp, who);
3551 return 1;
3552 }
3553 if (op->level && (strncmp (op->name, who->name, strlen (who->name))))
3554 {
3555 new_draw_info (NDI_UNIQUE, 0, who, "The weapon does not recognize you as its owner.");
3556 if (tmp != NULL)
3557 (void) insert_ob_in_ob (tmp, who);
3558 return 1;
3559 }
3560 /*FALLTHROUGH*/ case WAND:
3561 case ROD:
3562 case HORN:
3563 /* check for skill, alter player status */
3564 SET_FLAG (op, FLAG_APPLIED);
3565 if (skop)
3566 change_skill (who, skop, 0);
3567 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.", query_name (op));
3568
3326 if(who->type==PLAYER) { 3569 if (who->type == PLAYER)
3570 {
3327 if (op->type == BOW) { 3571 if (op->type == BOW)
3572 {
3328 (void)change_abil(who, op); 3573 (void) change_abil (who, op);
3329 new_draw_info_format (NDI_UNIQUE, 0, who, 3574 new_draw_info_format (NDI_UNIQUE, 0, who,
3330 "You will now fire %s with %s.",
3331 op->race ? op->race : "nothing", query_name(op)); 3575 "You will now fire %s with %s.", op->race ? &op->race : "nothing", query_name (op));
3332 who->contr->shoottype = range_bow; 3576 who->contr->shoottype = range_bow;
3577 }
3333 } else { 3578 else
3579 {
3334 who->contr->shoottype = range_misc; 3580 who->contr->shoottype = range_misc;
3335 } 3581 }
3582 }
3336 } else { 3583 else
3584 {
3337 if (op->type == BOW) 3585 if (op->type == BOW)
3338 SET_FLAG (who, FLAG_READY_BOW); 3586 SET_FLAG (who, FLAG_READY_BOW);
3339 else 3587 else
3340 SET_FLAG (who, FLAG_READY_RANGE); 3588 SET_FLAG (who, FLAG_READY_RANGE);
3341 } 3589 }
3342 break; 3590 break;
3343 3591
3344 case BUILDER: 3592 case BUILDER:
3345 if ( who->contr->ranges[ range_builder ] ) 3593 if (who->contr->ranges[range_builder])
3346 unapply_special( who, who->contr->ranges[ range_builder ], 0 ); 3594 unapply_special (who, who->contr->ranges[range_builder], 0);
3347 who->contr->shoottype = range_builder; 3595 who->contr->shoottype = range_builder;
3348 who->contr->ranges[ range_builder ] = op; 3596 who->contr->ranges[range_builder] = op;
3349 new_draw_info_format( NDI_UNIQUE, 0, who, "You ready your %s.", query_name( op ) ); 3597 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready your %s.", query_name (op));
3350 break; 3598 break;
3351 3599
3352 default: 3600 default:
3353 new_draw_info_format(NDI_UNIQUE, 0, who, "You apply %s.",query_name(op)); 3601 new_draw_info_format (NDI_UNIQUE, 0, who, "You apply %s.", query_name (op));
3354 } /* end of switch op->type */ 3602 } /* end of switch op->type */
3355 3603
3356 SET_FLAG(op, FLAG_APPLIED); 3604 SET_FLAG (op, FLAG_APPLIED);
3357 3605
3358 if(tmp!=NULL) 3606 if (tmp != NULL)
3359 tmp = insert_ob_in_ob(tmp,who); 3607 tmp = insert_ob_in_ob (tmp, who);
3360 3608
3361 fix_player(who); 3609 fix_player (who);
3362 3610
3363 /* We exclude spell casting objects. The fire code will set the 3611 /* We exclude spell casting objects. The fire code will set the
3364 * been applied flag when they are used - until that point, 3612 * been applied flag when they are used - until that point,
3365 * you don't know anything about them. 3613 * you don't know anything about them.
3366 */ 3614 */
3367 if (who->type == PLAYER && op->type!=WAND && op->type!=HORN && 3615 if (who->type == PLAYER && op->type != WAND && op->type != HORN && op->type != ROD)
3368 op->type!=ROD)
3369 SET_FLAG(op,FLAG_BEEN_APPLIED); 3616 SET_FLAG (op, FLAG_BEEN_APPLIED);
3370 3617
3371 if (QUERY_FLAG(op, FLAG_CURSED) || QUERY_FLAG(op, FLAG_DAMNED)) { 3618 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
3619 {
3372 if (who->type == PLAYER) { 3620 if (who->type == PLAYER)
3621 {
3373 new_draw_info(NDI_UNIQUE, 0,who, "Oops, it feels deadly cold!"); 3622 new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!");
3374 SET_FLAG(op,FLAG_KNOWN_CURSED); 3623 SET_FLAG (op, FLAG_KNOWN_CURSED);
3375 } 3624 }
3376 } 3625 }
3377 if(who->type==PLAYER) { 3626 if (who->type == PLAYER)
3627 {
3378 /* if multiple objects were applied, update both slots */ 3628 /* if multiple objects were applied, update both slots */
3379 if (tmp) 3629 if (tmp)
3380 esrv_send_item(who, tmp); 3630 esrv_send_item (who, tmp);
3381 esrv_send_item(who, op); 3631 esrv_send_item (who, op);
3382 } 3632 }
3383 return 0; 3633 return 0;
3384} 3634}
3385 3635
3386 3636
3637int
3387int monster_apply_special (object *who, object *op, int aflags) 3638monster_apply_special (object *who, object *op, int aflags)
3388{ 3639{
3389 if (QUERY_FLAG (op, FLAG_UNPAID) && ! QUERY_FLAG (op, FLAG_APPLIED)) 3640 if (QUERY_FLAG (op, FLAG_UNPAID) && !QUERY_FLAG (op, FLAG_APPLIED))
3390 return 1; 3641 return 1;
3391 return apply_special (who, op, aflags); 3642 return apply_special (who, op, aflags);
3392} 3643}
3393 3644
3394/** 3645/**
3395 * Map was just loaded, handle op's initialisation. 3646 * Map was just loaded, handle op's initialisation.
3396 * 3647 *
3397 * Generates shop floor's item, and treasures. 3648 * Generates shop floor's item, and treasures.
3398 */ 3649 */
3650int
3399int auto_apply (object *op) { 3651auto_apply (object *op)
3652{
3400 object *tmp = NULL, *tmp2; 3653 object *tmp = NULL, *tmp2;
3401 int i; 3654 int i;
3402 3655
3403 switch(op->type) { 3656 switch (op->type)
3657 {
3404 case SHOP_FLOOR: 3658 case SHOP_FLOOR:
3405 if (!HAS_RANDOM_ITEMS(op)) return 0; 3659 if (!op->has_random_items ())
3660 return 0;
3661
3662 do
3406 do { 3663 {
3407 i=10; /* let's give it 10 tries */ 3664 i = 10; /* let's give it 10 tries */
3408 while((tmp=generate_treasure(op->randomitems, 3665 while ((tmp = generate_treasure (op->randomitems,
3409 op->stats.exp?(int)op->stats.exp:MAX(op->map->difficulty, 5)))==NULL&&--i); 3666 op->stats.exp ? (int) op->stats.exp : MAX (op->map->difficulty, 5))) == NULL && --i);
3410 if(tmp==NULL) 3667 if (tmp == NULL)
3411 return 0;
3412 if(QUERY_FLAG(tmp, FLAG_CURSED) || QUERY_FLAG(tmp, FLAG_DAMNED)) {
3413 free_object(tmp);
3414 tmp = NULL;
3415 }
3416 } while(!tmp);
3417 tmp->x=op->x;
3418 tmp->y=op->y;
3419 SET_FLAG(tmp,FLAG_UNPAID);
3420 insert_ob_in_map(tmp,op->map,NULL,0);
3421 CLEAR_FLAG(op,FLAG_AUTO_APPLY);
3422 identify(tmp);
3423 break;
3424
3425 case TREASURE:
3426 if (QUERY_FLAG(op,FLAG_IS_A_TEMPLATE))
3427 return 0; 3668 return 0;
3669 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
3670 {
3671 tmp->destroy ();
3672 tmp = NULL;
3673 }
3674 }
3675 while (!tmp);
3676
3677 tmp->x = op->x;
3678 tmp->y = op->y;
3679 SET_FLAG (tmp, FLAG_UNPAID);
3680 insert_ob_in_map (tmp, op->map, NULL, 0);
3681 CLEAR_FLAG (op, FLAG_AUTO_APPLY);
3682 identify (tmp);
3683 break;
3684
3685 case TREASURE:
3686 if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
3687 return 0;
3688
3428 while ((op->stats.hp--)>0) 3689 while ((op->stats.hp--) > 0)
3429 create_treasure(op->randomitems, op, op->map?GT_ENVIRONMENT:0, 3690 create_treasure (op->randomitems, op, op->map ? GT_ENVIRONMENT : 0,
3430 op->stats.exp ? (int)op->stats.exp :
3431 op->map == NULL ? 14: op->map->difficulty,0); 3691 op->stats.exp ? (int) op->stats.exp : op->map == NULL ? 14 : op->map->difficulty, 0);
3432 3692
3433 /* If we generated an object and put it in this object inventory, 3693 /* If we generated an object and put it in this object inventory,
3434 * move it to the parent object as the current object is about 3694 * move it to the parent object as the current object is about
3435 * to disappear. An example of this item is the random_* stuff 3695 * to disappear. An example of this item is the random_* stuff
3436 * that is put inside other objects. 3696 * that is put inside other objects.
3437 */ 3697 */
3438 for (tmp=op->inv; tmp; tmp=tmp2) { 3698 for (tmp = op->inv; tmp; tmp = tmp2)
3699 {
3439 tmp2 = tmp->below; 3700 tmp2 = tmp->below;
3440 remove_ob(tmp); 3701 tmp->remove ();
3702
3703 if (op->env)
3441 if (op->env) insert_ob_in_ob(tmp, op->env); 3704 insert_ob_in_ob (tmp, op->env);
3442 else free_object(tmp); 3705 else
3706 tmp->destroy ();
3443 } 3707 }
3444 remove_ob(op); 3708
3445 free_object(op); 3709 op->destroy ();
3446 break; 3710 break;
3447 } 3711 }
3448 return tmp ? 1 : 0; 3712 return tmp ? 1 : 0;
3449} 3713}
3450 3714
3451/** 3715/**
3452 * fix_auto_apply goes through the entire map (only the first time 3716 * fix_auto_apply goes through the entire map (only the first time
3453 * when an original map is loaded) and performs special actions for 3717 * when an original map is loaded) and performs special actions for
3454 * certain objects (most initialization of chests and creation of 3718 * certain objects (most initialization of chests and creation of
3455 * treasures and stuff). Calls auto_apply if appropriate. 3719 * treasures and stuff). Calls auto_apply if appropriate.
3456 */ 3720 */
3457 3721void
3458void fix_auto_apply(mapstruct *m) { 3722fix_auto_apply (maptile *m)
3723{
3459 object *tmp,*above=NULL; 3724 object *tmp, *above = NULL;
3460 int x,y; 3725 int x, y;
3461 3726
3462 if(m==NULL) return; 3727 if (m == NULL)
3728 return;
3463 3729
3464 for(x=0;x<MAP_WIDTH(m);x++) 3730 for (x = 0; x < MAP_WIDTH (m); x++)
3465 for(y=0;y<MAP_HEIGHT(m);y++) 3731 for (y = 0; y < MAP_HEIGHT (m); y++)
3466 for(tmp=get_map_ob(m,x,y);tmp!=NULL;tmp=above) { 3732 for (tmp = get_map_ob (m, x, y); tmp != NULL; tmp = above)
3733 {
3467 above=tmp->above; 3734 above = tmp->above;
3468 3735
3469 if (tmp->inv) { 3736 if (tmp->inv)
3737 {
3470 object *invtmp, *invnext; 3738 object *invtmp, *invnext;
3471 3739
3472 for (invtmp=tmp->inv; invtmp != NULL; invtmp = invnext) { 3740 for (invtmp = tmp->inv; invtmp != NULL; invtmp = invnext)
3741 {
3473 invnext = invtmp->below; 3742 invnext = invtmp->below;
3474 3743
3475 if(QUERY_FLAG(invtmp,FLAG_AUTO_APPLY)) 3744 if (QUERY_FLAG (invtmp, FLAG_AUTO_APPLY))
3476 auto_apply(invtmp); 3745 auto_apply (invtmp);
3477 else if(invtmp->type==TREASURE && HAS_RANDOM_ITEMS(invtmp)) { 3746 else if (invtmp->type == TREASURE && invtmp->has_random_items ())
3747 {
3478 while ((invtmp->stats.hp--)>0) 3748 while ((invtmp->stats.hp--) > 0)
3479 create_treasure(invtmp->randomitems, invtmp, 0, 3749 create_treasure (invtmp->randomitems, invtmp, 0, m->difficulty, 0);
3480 m->difficulty,0); 3750
3481 invtmp->randomitems = NULL; 3751 invtmp->randomitems = NULL;
3482 }
3483 else if (invtmp && invtmp->arch &&
3484 invtmp->type!=TREASURE &&
3485 invtmp->type != SPELL &&
3486 invtmp->type != CLASS &&
3487 HAS_RANDOM_ITEMS(invtmp)) {
3488 create_treasure(invtmp->randomitems, invtmp, 0,
3489 m->difficulty,0);
3490 /* Need to clear this so that we never try to create
3491 * treasure again for this object
3492 */
3493 invtmp->randomitems = NULL;
3494 }
3495 } 3752 }
3496 /* This is really temporary - the code at the bottom will 3753 else if (invtmp && invtmp->arch
3497 * also set randomitems to null. The problem is there are bunches 3754 && invtmp->type != TREASURE && invtmp->type != SPELL && invtmp->type != CLASS && invtmp->has_random_items ())
3498 * of maps/players already out there with items that have spells
3499 * which haven't had the randomitems set to null yet.
3500 * MSW 2004-05-13
3501 * 3755 {
3502 * And if it's a spellbook, it's better to set randomitems to NULL too, 3756 create_treasure (invtmp->randomitems, invtmp, 0, m->difficulty, 0);
3503 * else you get two spells in the book ^_- 3757 /* Need to clear this so that we never try to create
3504 * Ryo 2004-08-16 3758 * treasure again for this object
3505 */ 3759 */
3506 if (tmp->type == WAND || tmp->type == ROD || tmp->type == SCROLL ||
3507 tmp->type == HORN || tmp->type == FIREWALL || tmp->type == POTION ||
3508 tmp->type == ALTAR || tmp->type == SPELLBOOK)
3509 tmp->randomitems = NULL;
3510
3511 }
3512
3513 if(QUERY_FLAG(tmp,FLAG_AUTO_APPLY))
3514 auto_apply(tmp);
3515 else if((tmp->type==TREASURE || (tmp->type==CONTAINER))&& HAS_RANDOM_ITEMS(tmp)) {
3516 while ((tmp->stats.hp--)>0)
3517 create_treasure(tmp->randomitems, tmp, 0,
3518 m->difficulty,0);
3519 tmp->randomitems = NULL; 3760 invtmp->randomitems = NULL;
3520 }
3521 else if(tmp->type==TIMED_GATE) {
3522 object *head = tmp->head != NULL ? tmp->head : tmp;
3523 if (QUERY_FLAG(head, FLAG_IS_LINKED)) {
3524 tmp->speed = 0;
3525 update_ob_speed(tmp);
3526 } 3761 }
3527 } 3762 }
3528 /* This function can be called everytime a map is loaded, even when 3763 /* This is really temporary - the code at the bottom will
3529 * swapping back in. As such, we don't want to create the treasure 3764 * also set randomitems to null. The problem is there are bunches
3530 * over and ove again, so after we generate the treasure, blank out 3765 * of maps/players already out there with items that have spells
3531 * randomitems so if it is swapped in again, it won't make anything. 3766 * which haven't had the randomitems set to null yet.
3532 * This is a problem for the above objects, because they have counters 3767 * MSW 2004-05-13
3533 * which say how many times to make the treasure. 3768 *
3769 * And if it's a spellbook, it's better to set randomitems to NULL too,
3770 * else you get two spells in the book ^_-
3771 * Ryo 2004-08-16
3534 */ 3772 */
3535 else if(tmp && tmp->arch && tmp->type!=PLAYER && tmp->type!=TREASURE && 3773 if (tmp->type == WAND || tmp->type == ROD || tmp->type == SCROLL
3536 tmp->type != SPELL && tmp->type != PLAYER_CHANGER && tmp->type != CLASS && 3774 || tmp->type == HORN || tmp->type == FIREWALL || tmp->type == POTION || tmp->type == ALTAR || tmp->type == SPELLBOOK)
3537 HAS_RANDOM_ITEMS(tmp)) {
3538 create_treasure(tmp->randomitems, tmp, GT_APPLY,
3539 m->difficulty,0);
3540 tmp->randomitems = NULL; 3775 tmp->randomitems = NULL;
3776
3777 }
3778
3779 if (QUERY_FLAG (tmp, FLAG_AUTO_APPLY))
3780 auto_apply (tmp);
3781 else if ((tmp->type == TREASURE || (tmp->type == CONTAINER)) && tmp->has_random_items ())
3782 {
3783 while ((tmp->stats.hp--) > 0)
3784 create_treasure (tmp->randomitems, tmp, 0, m->difficulty, 0);
3785 tmp->randomitems = NULL;
3786 }
3787 else if (tmp->type == TIMED_GATE)
3788 {
3789 object *head = tmp->head != NULL ? tmp->head : tmp;
3790
3791 if (QUERY_FLAG (head, FLAG_IS_LINKED))
3792 {
3793 tmp->speed = 0;
3794 update_ob_speed (tmp);
3541 } 3795 }
3542 } 3796 }
3797 /* This function can be called everytime a map is loaded, even when
3798 * swapping back in. As such, we don't want to create the treasure
3799 * over and ove again, so after we generate the treasure, blank out
3800 * randomitems so if it is swapped in again, it won't make anything.
3801 * This is a problem for the above objects, because they have counters
3802 * which say how many times to make the treasure.
3803 */
3804 else if (tmp && tmp->arch && tmp->type != PLAYER
3805 && tmp->type != TREASURE && tmp->type != SPELL
3806 && tmp->type != PLAYER_CHANGER && tmp->type != CLASS && tmp->has_random_items ())
3807 {
3808 create_treasure (tmp->randomitems, tmp, GT_APPLY, m->difficulty, 0);
3809 tmp->randomitems = NULL;
3810 }
3811 }
3543 3812
3544 for(x=0;x<MAP_WIDTH(m);x++) 3813 for (x = 0; x < MAP_WIDTH (m); x++)
3545 for(y=0;y<MAP_HEIGHT(m);y++) 3814 for (y = 0; y < MAP_HEIGHT (m); y++)
3546 for(tmp=get_map_ob(m,x,y);tmp!=NULL;tmp=tmp->above) 3815 for (tmp = get_map_ob (m, x, y); tmp != NULL; tmp = tmp->above)
3547 if (tmp->above &&
3548 (tmp->type == TRIGGER_BUTTON || tmp->type == TRIGGER_PEDESTAL)) 3816 if (tmp->above && (tmp->type == TRIGGER_BUTTON || tmp->type == TRIGGER_PEDESTAL))
3549 check_trigger (tmp, tmp->above); 3817 check_trigger (tmp, tmp->above);
3550} 3818}
3551 3819
3552/** 3820/**
3553 * Handles player eating food that temporarily changes status (resistances, stats). 3821 * Handles player eating food that temporarily changes status (resistances, stats).
3554 * This used to call cast_change_attr(), but 3822 * This used to call cast_change_attr(), but
3555 * that doesn't work with the new spell code. Since we know what 3823 * that doesn't work with the new spell code. Since we know what
3556 * the food changes, just grab a force and use that instead. 3824 * the food changes, just grab a force and use that instead.
3557 */ 3825 */
3558 3826
3827void
3559void eat_special_food(object *who, object *food) { 3828eat_special_food (object *who, object *food)
3829{
3560 object *force; 3830 object *force;
3561 int i, did_one=0; 3831 int i, did_one = 0;
3562 sint8 k; 3832 sint8 k;
3563 3833
3564 force = get_archetype(FORCE_NAME); 3834 force = get_archetype (FORCE_NAME);
3565 3835
3566 for (i=0; i < NUM_STATS; i++) { 3836 for (i = 0; i < NUM_STATS; i++)
3837 {
3567 k = get_attr_value(&food->stats, i); 3838 k = get_attr_value (&food->stats, i);
3568 if (k) { 3839 if (k)
3840 {
3569 set_attr_value(&force->stats, i, k); 3841 set_attr_value (&force->stats, i, k);
3570 did_one = 1; 3842 did_one = 1;
3571 } 3843 }
3572 } 3844 }
3573 3845
3574 /* check if we can protect the eater */ 3846 /* check if we can protect the eater */
3575 for (i=0; i<NROFATTACKS; i++) { 3847 for (i = 0; i < NROFATTACKS; i++)
3848 {
3576 if (food->resist[i]>0) { 3849 if (food->resist[i] > 0)
3850 {
3577 force->resist[i] = food->resist[i] / 2; 3851 force->resist[i] = food->resist[i] / 2;
3578 did_one = 1; 3852 did_one = 1;
3579 } 3853 }
3580 } 3854 }
3581 if (did_one) { 3855 if (did_one)
3856 {
3582 force->speed = 0.1; 3857 force->speed = 0.1;
3583 update_ob_speed(force); 3858 update_ob_speed (force);
3584 /* bigger morsel of food = longer effect time */ 3859 /* bigger morsel of food = longer effect time */
3585 force->stats.food = food->stats.food / 5; 3860 force->stats.food = food->stats.food / 5;
3586 SET_FLAG(force, FLAG_IS_USED_UP); 3861 SET_FLAG (force, FLAG_IS_USED_UP);
3587 SET_FLAG(force, FLAG_APPLIED); 3862 SET_FLAG (force, FLAG_APPLIED);
3588 change_abil(who, force); 3863 change_abil (who, force);
3589 insert_ob_in_ob(force, who); 3864 insert_ob_in_ob (force, who);
3590 } else {
3591 free_object(force);
3592 } 3865 }
3866 else
3867 force->destroy ();
3593 3868
3594 /* check for hp, sp change */ 3869 /* check for hp, sp change */
3595 if(food->stats.hp!=0) { 3870 if (food->stats.hp != 0)
3871 {
3596 if(QUERY_FLAG(food, FLAG_CURSED)) { 3872 if (QUERY_FLAG (food, FLAG_CURSED))
3873 {
3597 strcpy(who->contr->killer,food->name); 3874 strcpy (who->contr->killer, food->name);
3598 hit_player(who, food->stats.hp, food, AT_POISON, 1); 3875 hit_player (who, food->stats.hp, food, AT_POISON, 1);
3876 new_draw_info (NDI_UNIQUE, 0, who, "Eck!...that was poisonous!");
3877 }
3878 else
3879 {
3880 if (food->stats.hp > 0)
3881 new_draw_info (NDI_UNIQUE, 0, who, "You begin to feel better.");
3882 else
3599 new_draw_info(NDI_UNIQUE, 0,who,"Eck!...that was poisonous!"); 3883 new_draw_info (NDI_UNIQUE, 0, who, "Eck!...that was poisonous!");
3600 } else {
3601 if(food->stats.hp>0)
3602 new_draw_info(NDI_UNIQUE, 0,who,"You begin to feel better.");
3603 else
3604 new_draw_info(NDI_UNIQUE, 0,who,"Eck!...that was poisonous!");
3605 who->stats.hp += food->stats.hp; 3884 who->stats.hp += food->stats.hp;
3606 } 3885 }
3607 } 3886 }
3608 if(food->stats.sp!=0) { 3887 if (food->stats.sp != 0)
3888 {
3609 if(QUERY_FLAG(food, FLAG_CURSED)) { 3889 if (QUERY_FLAG (food, FLAG_CURSED))
3890 {
3610 new_draw_info(NDI_UNIQUE, 0,who,"You are drained of mana!"); 3891 new_draw_info (NDI_UNIQUE, 0, who, "You are drained of mana!");
3611 who->stats.sp -= food->stats.sp; 3892 who->stats.sp -= food->stats.sp;
3612 if(who->stats.sp<0) who->stats.sp=0; 3893 if (who->stats.sp < 0)
3613 } else { 3894 who->stats.sp = 0;
3895 }
3896 else
3897 {
3614 new_draw_info(NDI_UNIQUE, 0,who,"You feel a rush of magical energy!"); 3898 new_draw_info (NDI_UNIQUE, 0, who, "You feel a rush of magical energy!");
3615 who->stats.sp += food->stats.sp; 3899 who->stats.sp += food->stats.sp;
3616 /* place limit on max sp from food? */ 3900 /* place limit on max sp from food? */
3617 } 3901 }
3618 } 3902 }
3619 fix_player(who); 3903 fix_player (who);
3620} 3904}
3621 3905
3622 3906
3623/** 3907/**
3624 * Designed primarily to light torches/lanterns/etc. 3908 * Designed primarily to light torches/lanterns/etc.
3625 * Also burns up burnable material too. First object in the inventory is 3909 * Also burns up burnable material too. First object in the inventory is
3626 * the selected object to "burn". -b.t. 3910 * the selected object to "burn". -b.t.
3627 */ 3911 */
3628 3912
3913void
3629void apply_lighter(object *who, object *lighter) { 3914apply_lighter (object *who, object *lighter)
3915{
3630 object *item; 3916 object *item;
3631 int is_player_env=0; 3917 int is_player_env = 0;
3632 uint32 nrof;
3633 tag_t count;
3634 char item_name[MAX_BUF]; 3918 char item_name[MAX_BUF];
3635 3919
3636 item=find_marked_object(who); 3920 item = find_marked_object (who);
3637 if(item) { 3921 if (item)
3922 {
3638 if(lighter->last_eat && lighter->stats.food) { /* lighter gets used up */ 3923 if (lighter->last_eat && lighter->stats.food)
3924 { /* lighter gets used up */
3639 /* Split multiple lighters if they're being used up. Otherwise * 3925 /* Split multiple lighters if they're being used up. Otherwise *
3640 * one charge from each would be used up. --DAMN */ 3926 * one charge from each would be used up. --DAMN */
3641 if(lighter->nrof > 1) { 3927 if (lighter->nrof > 1)
3928 {
3642 object *oneLighter = get_object(); 3929 object *oneLighter = lighter->clone ();
3643 copy_object(lighter, oneLighter); 3930
3644 lighter->nrof -= 1; 3931 lighter->nrof -= 1;
3645 oneLighter->nrof = 1; 3932 oneLighter->nrof = 1;
3646 oneLighter->stats.food--; 3933 oneLighter->stats.food--;
3647 esrv_send_item(who, lighter); 3934 esrv_send_item (who, lighter);
3648 oneLighter=insert_ob_in_ob(oneLighter, who); 3935 oneLighter = insert_ob_in_ob (oneLighter, who);
3649 esrv_send_item(who, oneLighter); 3936 esrv_send_item (who, oneLighter);
3937 }
3650 } else { 3938 else
3651 lighter->stats.food--; 3939 lighter->stats.food--;
3652 } 3940 }
3653 3941 else if (lighter->last_eat)
3654 } else if(lighter->last_eat) { /* no charges left in lighter */ 3942 { /* no charges left in lighter */
3655 new_draw_info_format(NDI_UNIQUE, 0,who, 3943 new_draw_info_format (NDI_UNIQUE, 0, who, "You attempt to light the %s with a used up %s.", &item->name, &lighter->name);
3656 "You attempt to light the %s with a used up %s.",
3657 item->name, lighter->name);
3658 return; 3944 return;
3659 } 3945 }
3660 /* Perhaps we should split what we are trying to light on fire? 3946 /* Perhaps we should split what we are trying to light on fire?
3661 * I can't see many times when you would want to light multiple 3947 * I can't see many times when you would want to light multiple
3662 * objects at once. 3948 * objects at once.
3663 */ 3949 */
3664 nrof=item->nrof;
3665 count=item->count;
3666 /* If the item is destroyed, we don't have a valid pointer to the 3950 /* If the item is destroyed, we don't have a valid pointer to the
3667 * name object, so make a copy so the message we print out makes 3951 * name object, so make a copy so the message we print out makes
3668 * some sense. 3952 * some sense.
3669 */ 3953 */
3670 strcpy(item_name, item->name); 3954 strcpy (item_name, item->name);
3671 if (who == is_player_inv(item)) is_player_env=1; 3955 if (who == is_player_inv (item))
3956 is_player_env = 1;
3672 3957
3673 save_throw_object(item,AT_FIRE,who); 3958 save_throw_object (item, AT_FIRE, who);
3674 /* Change to check count and not freed, since the object pointer 3959 /* Change to check count and not freed, since the object pointer
3675 * may have gotten recycled 3960 * may have gotten recycled
3676 */ 3961 */
3677 if ((nrof != item->nrof ) || (count != item->count)) { 3962 if (item->destroyed ())
3678 new_draw_info_format(NDI_UNIQUE, 0,who, 3963 {
3679 "You light the %s with the %s.",item_name,lighter->name); 3964 new_draw_info_format (NDI_UNIQUE, 0, who, "You light the %s with the %s.", &item_name, &lighter->name);
3680 /* Need to update the player so that the players glow radius 3965 /* Need to update the player so that the players glow radius
3681 * gets changed. 3966 * gets changed.
3682 */ 3967 */
3683 if (is_player_env) fix_player(who); 3968 if (is_player_env)
3969 fix_player (who);
3970 }
3684 } else { 3971 else
3685 new_draw_info_format(NDI_UNIQUE, 0,who,
3686 "You attempt to light the %s with the %s and fail.",item->name,lighter->name); 3972 new_draw_info_format (NDI_UNIQUE, 0, who, "You attempt to light the %s with the %s and fail.", &item->name, &lighter->name);
3687 } 3973 }
3688 3974 else /* nothing to light */
3689 } else /* nothing to light */
3690 new_draw_info(NDI_UNIQUE, 0,who,"You need to mark a lightable object."); 3975 new_draw_info (NDI_UNIQUE, 0, who, "You need to mark a lightable object.");
3691 3976
3692} 3977}
3693 3978
3694/** 3979/**
3695 * op made some mistake with a scroll, this takes care of punishment. 3980 * op made some mistake with a scroll, this takes care of punishment.
3696 * scroll_failure()- hacked directly from spell_failure 3981 * scroll_failure()- hacked directly from spell_failure
3697 */ 3982 */
3983void
3698void scroll_failure(object *op, int failure, int power) 3984scroll_failure (object *op, int failure, int power)
3699{ 3985{
3700 if(abs(failure/4)>power) power=abs(failure/4); /* set minimum effect */ 3986 if (abs (failure / 4) > power)
3987 power = abs (failure / 4); /* set minimum effect */
3701 3988
3702 if(failure<= -1&&failure > -15) {/* wonder */ 3989 if (failure <= -1 && failure > -15)
3990 { /* wonder */
3703 object *tmp; 3991 object *tmp;
3704 3992
3705 new_draw_info(NDI_UNIQUE, 0,op,"Your spell warps!."); 3993 new_draw_info (NDI_UNIQUE, 0, op, "Your spell warps!.");
3706 tmp=get_archetype(SPELL_WONDER); 3994 tmp = get_archetype (SPELL_WONDER);
3707 cast_wonder(op, op, 0, tmp); 3995 cast_wonder (op, op, 0, tmp);
3708 free_object(tmp); 3996 tmp->destroy ();
3997 }
3709 } else if (failure <= -15&&failure > -35) {/* drain mana */ 3998 else if (failure <= -15 && failure > -35)
3999 { /* drain mana */
3710 new_draw_info(NDI_UNIQUE, 0,op,"Your mana is drained!."); 4000 new_draw_info (NDI_UNIQUE, 0, op, "Your mana is drained!.");
3711 op->stats.sp -= random_roll(0, power-1, op, PREFER_LOW); 4001 op->stats.sp -= random_roll (0, power - 1, op, PREFER_LOW);
3712 if(op->stats.sp<0) op->stats.sp = 0; 4002 if (op->stats.sp < 0)
4003 op->stats.sp = 0;
4004 }
3713 } else if (settings.spell_failure_effects == TRUE) { 4005 else if (settings.spell_failure_effects == TRUE)
4006 {
3714 if (failure <= -35&&failure > -60) { /* confusion */ 4007 if (failure <= -35 && failure > -60)
4008 { /* confusion */
3715 new_draw_info(NDI_UNIQUE, 0,op,"The magic recoils on you!"); 4009 new_draw_info (NDI_UNIQUE, 0, op, "The magic recoils on you!");
3716 confuse_player(op,op,power); 4010 confuse_player (op, op, power);
4011 }
3717 } else if (failure <= -60&&failure> -70) {/* paralysis */ 4012 else if (failure <= -60 && failure > -70)
4013 { /* paralysis */
3718 new_draw_info(NDI_UNIQUE, 0,op,"The magic recoils and paralyzes " 4014 new_draw_info (NDI_UNIQUE, 0, op, "The magic recoils and paralyzes " "you!");
3719 "you!");
3720 paralyze_player(op,op,power); 4015 paralyze_player (op, op, power);
4016 }
3721 } else if (failure <= -70&&failure> -80) {/* blind */ 4017 else if (failure <= -70 && failure > -80)
4018 { /* blind */
3722 new_draw_info(NDI_UNIQUE, 0,op,"The magic recoils on you!"); 4019 new_draw_info (NDI_UNIQUE, 0, op, "The magic recoils on you!");
3723 blind_player(op,op,power); 4020 blind_player (op, op, power);
3724 } else if (failure <= -80) {/* blast the immediate area */ 4021 }
4022 else if (failure <= -80)
4023 { /* blast the immediate area */
3725 object *tmp; 4024 object *tmp;
4025
3726 tmp=get_archetype(LOOSE_MANA); 4026 tmp = get_archetype (LOOSE_MANA);
3727 cast_magic_storm(op,tmp, power); 4027 cast_magic_storm (op, tmp, power);
3728 new_draw_info(NDI_UNIQUE, 0,op,"You unlease uncontrolled mana!"); 4028 new_draw_info (NDI_UNIQUE, 0, op, "You unlease uncontrolled mana!");
3729 free_object(tmp); 4029 tmp->destroy ();
3730 } 4030 }
3731 } 4031 }
3732} 4032}
3733 4033
4034void
3734void apply_changes_to_player(object *pl, object *change) { 4035apply_changes_to_player (object *pl, object *change)
4036{
3735 int excess_stat=0; /* if the stat goes over the maximum 4037 int excess_stat = 0; /* if the stat goes over the maximum
3736 for the race, put the excess stat some 4038 for the race, put the excess stat some
3737 where else. */ 4039 where else. */
3738 4040
3739 switch (change->type) { 4041 switch (change->type)
4042 {
3740 case CLASS: { 4043 case CLASS:
4044 {
3741 living *stats = &(pl->contr->orig_stats); 4045 living *stats = &(pl->contr->orig_stats);
3742 living *ns = &(change->stats); 4046 living *ns = &(change->stats);
3743 object *walk; 4047 object *walk;
3744 int flag_change_face=1; 4048 int flag_change_face = 1;
3745 4049
3746 /* the following code assigns stats up to the stat max 4050 /* the following code assigns stats up to the stat max
3747 * for the race, and if the stat max is exceeded, 4051 * for the race, and if the stat max is exceeded,
3748 * tries to randomly reassign the excess stat 4052 * tries to randomly reassign the excess stat
3749 */ 4053 */
3750 int i,j; 4054 int i, j;
4055
3751 for(i=0;i<NUM_STATS;i++) { 4056 for (i = 0; i < NUM_STATS; i++)
4057 {
3752 sint8 stat=get_attr_value(stats,i); 4058 sint8 stat = get_attr_value (stats, i);
3753 int race_bonus = get_attr_value(&(pl->arch->clone.stats),i); 4059 int race_bonus = get_attr_value (&(pl->arch->clone.stats), i);
4060
3754 stat += get_attr_value(ns,i); 4061 stat += get_attr_value (ns, i);
3755 if(stat > 20 + race_bonus) { 4062 if (stat > 20 + race_bonus)
4063 {
3756 excess_stat++; 4064 excess_stat++;
3757 stat = 20+race_bonus; 4065 stat = 20 + race_bonus;
3758 } 4066 }
3759 set_attr_value(stats,i,stat); 4067 set_attr_value (stats, i, stat);
3760 } 4068 }
3761 4069
3762 for(j=0;excess_stat >0 && j<100;j++) {/* try 100 times to assign excess stats */ 4070 for (j = 0; excess_stat > 0 && j < 100; j++)
4071 { /* try 100 times to assign excess stats */
3763 int i = rndm(0, 6); 4072 int i = rndm (0, 6);
3764 int stat=get_attr_value(stats,i); 4073 int stat = get_attr_value (stats, i);
3765 int race_bonus = get_attr_value(&(pl->arch->clone.stats),i); 4074 int race_bonus = get_attr_value (&(pl->arch->clone.stats), i);
4075
4076 if (i == CHA)
3766 if(i==CHA) continue; /* exclude cha from this */ 4077 continue; /* exclude cha from this */
3767 if( stat < 20 + race_bonus) { 4078 if (stat < 20 + race_bonus)
4079 {
3768 change_attr_value(stats,i,1); 4080 change_attr_value (stats, i, 1);
3769 excess_stat--; 4081 excess_stat--;
3770 } 4082 }
3771 } 4083 }
3772 4084
3773 /* insert the randomitems from the change's treasurelist into 4085 /* insert the randomitems from the change's treasurelist into
3774 * the player ref: player.c 4086 * the player ref: player.c
3775 */ 4087 */
3776 if(change->randomitems!=NULL) 4088 if (change->randomitems != NULL)
3777 give_initial_items(pl,change->randomitems); 4089 give_initial_items (pl, change->randomitems);
3778 4090
3779 4091
3780 /* set up the face, for some races. */ 4092 /* set up the face, for some races. */
3781 4093
3782 /* first, look for the force object banning 4094 /* first, look for the force object banning
3783 * changing the face. Certain races never change face with class. 4095 * changing the face. Certain races never change face with class.
3784 */ 4096 */
3785 for(walk=pl->inv;walk!=NULL;walk=walk->below) 4097 for (walk = pl->inv; walk != NULL; walk = walk->below)
3786 if (!strcmp(walk->name,"NOCLASSFACECHANGE")) flag_change_face=0; 4098 if (!strcmp (walk->name, "NOCLASSFACECHANGE"))
4099 flag_change_face = 0;
3787 4100
3788 if(flag_change_face) { 4101 if (flag_change_face)
4102 {
3789 pl->animation_id = GET_ANIM_ID(change); 4103 pl->animation_id = GET_ANIM_ID (change);
3790 pl->face = change->face; 4104 pl->face = change->face;
3791 4105
3792 if(QUERY_FLAG(change,FLAG_ANIMATE)) 4106 if (QUERY_FLAG (change, FLAG_ANIMATE))
3793 SET_FLAG(pl,FLAG_ANIMATE); 4107 SET_FLAG (pl, FLAG_ANIMATE);
3794 else 4108 else
3795 CLEAR_FLAG(pl,FLAG_ANIMATE); 4109 CLEAR_FLAG (pl, FLAG_ANIMATE);
3796 } 4110 }
3797 4111
3798 /* check the special case of can't use weapons */ 4112 /* check the special case of can't use weapons */
3799 /*if(QUERY_FLAG(change,FLAG_USE_WEAPON)) CLEAR_FLAG(pl,FLAG_USE_WEAPON);*/ 4113 /*if(QUERY_FLAG(change,FLAG_USE_WEAPON)) CLEAR_FLAG(pl,FLAG_USE_WEAPON); */
3800 if(!strcmp(change->name,"monk")) CLEAR_FLAG(pl,FLAG_USE_WEAPON); 4114 if (!strcmp (change->name, "monk"))
4115 CLEAR_FLAG (pl, FLAG_USE_WEAPON);
3801 4116
3802 break; 4117 break;
3803 } 4118 }
3804 } 4119 }
3805} 4120}
3806 4121
3807/** 4122/**
3812 * Change information is contained in the 'slaying' field of the marked item. 4127 * Change information is contained in the 'slaying' field of the marked item.
3813 * The format is as follow: transformer:[number ]yield[;transformer:...]. 4128 * The format is as follow: transformer:[number ]yield[;transformer:...].
3814 * This way an item can be transformed in many things, and/or many objects. 4129 * This way an item can be transformed in many things, and/or many objects.
3815 * The 'slaying' field for transformer is used as verb for the action. 4130 * The 'slaying' field for transformer is used as verb for the action.
3816 */ 4131 */
4132void
3817void apply_item_transformer( object* pl, object* transformer ) 4133apply_item_transformer (object *pl, object *transformer)
3818 { 4134{
3819 object* marked; 4135 object *marked;
3820 object* new_item; 4136 object *new_item;
3821 char* find; 4137 char *find;
3822 char* separator; 4138 char *separator;
3823 int yield; 4139 int yield;
3824 char got[ MAX_BUF ]; 4140 char got[MAX_BUF];
3825 int len; 4141 int len;
3826 4142
3827 if ( !pl || !transformer ) 4143 if (!pl || !transformer)
3828 return; 4144 return;
3829 marked = find_marked_object( pl ); 4145 marked = find_marked_object (pl);
3830 if ( !marked ) 4146 if (!marked)
3831 { 4147 {
3832 new_draw_info_format( NDI_UNIQUE, 0, pl, "Use the %s with what item?", query_name( transformer ) ); 4148 new_draw_info_format (NDI_UNIQUE, 0, pl, "Use the %s with what item?", query_name (transformer));
3833 return; 4149 return;
3834 } 4150 }
3835 if ( !marked->slaying ) 4151 if (!marked->slaying)
3836 { 4152 {
3837 new_draw_info_format( NDI_UNIQUE, 0, pl, "You can't use the %s with your %s!", query_name( transformer ), query_name( marked ) ); 4153 new_draw_info_format (NDI_UNIQUE, 0, pl, "You can't use the %s with your %s!", query_name (transformer), query_name (marked));
3838 return; 4154 return;
3839 } 4155 }
3840 /* check whether they are compatible or not */ 4156 /* check whether they are compatible or not */
3841 find = strstr( marked->slaying, transformer->arch->name ); 4157 find = strstr (marked->slaying, transformer->arch->name);
3842 if ( !find || ( *( find + strlen( transformer->arch->name ) ) != ':' ) ) 4158 if (!find || (*(find + strlen (transformer->arch->name)) != ':'))
3843 { 4159 {
3844 new_draw_info_format( NDI_UNIQUE, 0, pl, "You can't use the %s with your %s!", query_name( transformer ), query_name( marked ) ); 4160 new_draw_info_format (NDI_UNIQUE, 0, pl, "You can't use the %s with your %s!", query_name (transformer), query_name (marked));
3845 return; 4161 return;
3846 } 4162 }
3847 find += strlen( transformer->arch->name ) + 1; 4163 find += strlen (transformer->arch->name) + 1;
3848 /* Item can be used, now find how many and what it yields */ 4164 /* Item can be used, now find how many and what it yields */
3849 if ( isdigit( *( find ) ) ) 4165 if (isdigit (*(find)))
3850 { 4166 {
3851 yield = atoi( find ); 4167 yield = atoi (find);
3852 if ( yield < 1 ) 4168 if (yield < 1)
3853 { 4169 {
3854 LOG( llevDebug, "apply_item_transformer: item %s has slaying-yield %d.", query_base_name( marked, 0 ), yield ); 4170 LOG (llevDebug, "apply_item_transformer: item %s has slaying-yield %d.", query_base_name (marked, 0), yield);
3855 yield = 1; 4171 yield = 1;
3856 } 4172 }
3857 } 4173 }
3858 else 4174 else
3859 yield = 1; 4175 yield = 1;
3860 4176
3861 while ( isdigit( *find ) ) 4177 while (isdigit (*find))
3862 find++; 4178 find++;
3863 while ( *find == ' ' ) 4179 while (*find == ' ')
3864 find++; 4180 find++;
3865 memset( got, 0, MAX_BUF ); 4181 memset (got, 0, MAX_BUF);
3866 if ( (separator = strchr( find, ';' ))!=NULL) 4182 if ((separator = strchr (find, ';')) != NULL)
3867 { 4183 {
3868 len = separator - find; 4184 len = separator - find;
3869 } 4185 }
3870 else 4186 else
3871 { 4187 {
3872 len = strlen(find); 4188 len = strlen (find);
3873 } 4189 }
3874 if ( len > MAX_BUF-1) 4190 if (len > MAX_BUF - 1)
3875 len = MAX_BUF-1; 4191 len = MAX_BUF - 1;
3876 strcpy( got, find ); 4192 strcpy (got, find);
3877 got[len] = '\0'; 4193 got[len] = '\0';
3878 4194
3879 /* Now create new item, remove used ones when required. */ 4195 /* Now create new item, remove used ones when required. */
3880 new_item = get_archetype( got ); 4196 new_item = get_archetype (got);
3881 if ( !new_item ) 4197 if (!new_item)
3882 { 4198 {
3883 new_draw_info_format( NDI_UNIQUE, 0, pl, "This %s is strange, better to not use it.", query_base_name( marked, 0 ) ); 4199 new_draw_info_format (NDI_UNIQUE, 0, pl, "This %s is strange, better to not use it.", query_base_name (marked, 0));
3884 return; 4200 return;
3885 } 4201 }
4202
3886 new_item->nrof = yield; 4203 new_item->nrof = yield;
3887 new_draw_info_format( NDI_UNIQUE, 0, pl, "You %s the %s.", transformer->slaying, query_base_name( marked, 0 ) ); 4204 new_draw_info_format (NDI_UNIQUE, 0, pl, "You %s the %s.", &transformer->slaying, query_base_name (marked, 0));
3888 insert_ob_in_ob( new_item, pl ); 4205 insert_ob_in_ob (new_item, pl);
3889 esrv_send_inventory( pl, pl ); 4206 esrv_send_inventory (pl, pl);
3890 /* Eat up one item */ 4207 /* Eat up one item */
3891 decrease_ob_nr( marked, 1 ); 4208 decrease_ob_nr (marked, 1);
3892 /* Eat one transformer if needed */ 4209 /* Eat one transformer if needed */
3893 if ( transformer->stats.food ) 4210 if (transformer->stats.food)
3894 if ( --transformer->stats.food == 0 ) 4211 if (--transformer->stats.food == 0)
3895 decrease_ob_nr( transformer, 1 ); 4212 decrease_ob_nr (transformer, 1);
3896 } 4213}

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