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/cvs/deliantra/server/server/apply.C
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Comparing deliantra/server/server/apply.C (file contents):
Revision 1.19 by elmex, Sun Sep 3 14:33:46 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 1.19 2006/09/03 14:33:46 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 weapon->name = weapon->name_pl = buf; 634 weapon->name = weapon->name_pl = buf;
617 weapon->nrof=0; /* prevents preparing n weapons in the same 635 weapon->nrof = 0; /* prevents preparing n weapons in the same
618 slot at once! */ 636 slot at once! */
619 decrease_ob(improver); 637 decrease_ob (improver);
620 weapon->last_eat=0; 638 weapon->last_eat = 0;
621 return 1; 639 return 1;
622} 640}
623 641
624 642
625/** 643/**
626 * Does the dirty job for 'improve weapon' scroll, prepare or add something. 644 * Does the dirty job for 'improve weapon' scroll, prepare or add something.
631 * 649 *
632 * We are hiding extra information about the weapon in the level and 650 * We are hiding extra information about the weapon in the level and
633 * last_eat numbers for an object. Hopefully this won't break anything ?? 651 * last_eat numbers for an object. Hopefully this won't break anything ??
634 * level == max improve last_eat == current improve 652 * level == max improve last_eat == current improve
635 */ 653 */
654int
636int improve_weapon(object *op,object *improver,object *weapon) 655improve_weapon (object *op, object *improver, object *weapon)
637{ 656{
638 int sacrifice_count, sacrifice_needed=0; 657 int sacrifice_count, sacrifice_needed = 0;
639 658
640 if(improver->stats.sp==IMPROVE_PREPARE) { 659 if (improver->stats.sp == IMPROVE_PREPARE)
660 {
641 return prepare_weapon(op, improver, weapon); 661 return prepare_weapon (op, improver, weapon);
642 } 662 }
643 if (weapon->level==0) { 663 if (weapon->level == 0)
664 {
644 new_draw_info(NDI_UNIQUE, 0,op,"This weapon has not been prepared."); 665 new_draw_info (NDI_UNIQUE, 0, op, "This weapon has not been prepared.");
645 return 0; 666 return 0;
646 } 667 }
647 if (weapon->level==weapon->last_eat && weapon->item_power >=100) { 668 if (weapon->level == weapon->last_eat && weapon->item_power >= 100)
669 {
648 new_draw_info(NDI_UNIQUE, 0,op,"This weapon cannot be improved any more."); 670 new_draw_info (NDI_UNIQUE, 0, op, "This weapon cannot be improved any more.");
649 return 0; 671 return 0;
650 } 672 }
651 if (QUERY_FLAG(weapon, FLAG_APPLIED) && 673 if (QUERY_FLAG (weapon, FLAG_APPLIED) && !check_weapon_power (op, weapon->last_eat + 1))
652 !check_weapon_power(op, weapon->last_eat+1)) { 674 {
653 new_draw_info(NDI_UNIQUE, 0,op,"Improving the weapon will make it too"); 675 new_draw_info (NDI_UNIQUE, 0, op, "Improving the weapon will make it too");
654 new_draw_info(NDI_UNIQUE, 0,op,"powerful for you to use. Unready it if you"); 676 new_draw_info (NDI_UNIQUE, 0, op, "powerful for you to use. Unready it if you");
655 new_draw_info(NDI_UNIQUE, 0,op,"really want to improve it."); 677 new_draw_info (NDI_UNIQUE, 0, op, "really want to improve it.");
656 return 0; 678 return 0;
657 } 679 }
658 /* This just increases damage by 5 points, no matter what. No sacrifice 680 /* This just increases damage by 5 points, no matter what. No sacrifice
659 * is needed. Since stats.dam is now a 16 bit value and not 8 bit, 681 * is needed. Since stats.dam is now a 16 bit value and not 8 bit,
660 * don't put any maximum value on damage - the limit is how much the 682 * don't put any maximum value on damage - the limit is how much the
661 * weapon can be improved. 683 * weapon can be improved.
662 */ 684 */
663 if (improver->stats.sp==IMPROVE_DAMAGE) { 685 if (improver->stats.sp == IMPROVE_DAMAGE)
686 {
664 weapon->stats.dam += 5; 687 weapon->stats.dam += 5;
665 weapon->weight += 5000; /* 5 KG's */ 688 weapon->weight += 5000; /* 5 KG's */
666 new_draw_info_format(NDI_UNIQUE, 0, op, 689 new_draw_info_format (NDI_UNIQUE, 0, op, "Damage has been increased by 5 to %d", weapon->stats.dam);
667 "Damage has been increased by 5 to %d", weapon->stats.dam);
668 weapon->last_eat++; 690 weapon->last_eat++;
669 691
670 weapon->item_power++; 692 weapon->item_power++;
671 decrease_ob(improver); 693 decrease_ob (improver);
672 return 1; 694 return 1;
673 } 695 }
674 if (improver->stats.sp == IMPROVE_WEIGHT) { 696 if (improver->stats.sp == IMPROVE_WEIGHT)
697 {
675 /* Reduce weight by 20% */ 698 /* Reduce weight by 20% */
676 weapon->weight = (weapon->weight * 8)/10; 699 weapon->weight = (weapon->weight * 8) / 10;
677 if (weapon->weight < 1) weapon->weight = 1; 700 if (weapon->weight < 1)
678 new_draw_info_format(NDI_UNIQUE, 0, op, 701 weapon->weight = 1;
679 "Weapon weight reduced to %6.1f kg", 702 new_draw_info_format (NDI_UNIQUE, 0, op, "Weapon weight reduced to %6.1f kg", (float) weapon->weight / 1000.0);
680 (float)weapon->weight/1000.0);
681 weapon->last_eat++; 703 weapon->last_eat++;
682 weapon->item_power++; 704 weapon->item_power++;
683 decrease_ob(improver); 705 decrease_ob (improver);
684 return 1; 706 return 1;
685 } 707 }
686 if (improver->stats.sp == IMPROVE_ENCHANT) { 708 if (improver->stats.sp == IMPROVE_ENCHANT)
709 {
687 weapon->magic++; 710 weapon->magic++;
688 weapon->last_eat++; 711 weapon->last_eat++;
689 new_draw_info_format(NDI_UNIQUE, 0, op 712 new_draw_info_format (NDI_UNIQUE, 0, op, "Weapon magic increased to %d", weapon->magic);
690 ,"Weapon magic increased to %d",weapon->magic);
691 decrease_ob(improver); 713 decrease_ob (improver);
692 weapon->item_power++; 714 weapon->item_power++;
693 return 1; 715 return 1;
694 } 716 }
695 717
696 sacrifice_needed = weapon->stats.Str + weapon->stats.Int + weapon->stats.Dex+ 718 sacrifice_needed = weapon->stats.Str + weapon->stats.Int + weapon->stats.Dex +
697 weapon->stats.Pow + weapon->stats.Con + weapon->stats.Cha + 719 weapon->stats.Pow + weapon->stats.Con + weapon->stats.Cha + weapon->stats.Wis;
698 weapon->stats.Wis;
699 720
700 if (sacrifice_needed<1) 721 if (sacrifice_needed < 1)
701 sacrifice_needed =1; 722 sacrifice_needed = 1;
702 sacrifice_needed *=2; 723 sacrifice_needed *= 2;
703 724
704 sacrifice_count = check_sacrifice(op,improver); 725 sacrifice_count = check_sacrifice (op, improver);
705 if (sacrifice_count < sacrifice_needed) { 726 if (sacrifice_count < sacrifice_needed)
706 new_draw_info_format(NDI_UNIQUE, 0, op, 727 {
707 "You need at least %d %s", sacrifice_needed, &improver->slaying); 728 new_draw_info_format (NDI_UNIQUE, 0, op, "You need at least %d %s", sacrifice_needed, &improver->slaying);
708 return 0; 729 return 0;
709 } 730 }
710 eat_item(op,improver->slaying, sacrifice_needed); 731 eat_item (op, improver->slaying, sacrifice_needed);
711 weapon->item_power++; 732 weapon->item_power++;
712 733
713 switch (improver->stats.sp) { 734 switch (improver->stats.sp)
735 {
714 case IMPROVE_STR: 736 case IMPROVE_STR:
715 return improve_weapon_stat(op,improver,weapon, 737 return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Str), 1, "strength");
716 (signed char *) &(weapon->stats.Str),
717 1, "strength");
718 case IMPROVE_DEX: 738 case IMPROVE_DEX:
719 return improve_weapon_stat(op,improver,weapon, 739 return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Dex), 1, "dexterity");
720 (signed char *) &(weapon->stats.Dex),
721 1, "dexterity");
722 case IMPROVE_CON: 740 case IMPROVE_CON:
723 return improve_weapon_stat(op,improver,weapon, 741 return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Con), 1, "constitution");
724 (signed char *) &(weapon->stats.Con),
725 1, "constitution");
726 case IMPROVE_WIS: 742 case IMPROVE_WIS:
727 return improve_weapon_stat(op,improver,weapon, 743 return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Wis), 1, "wisdom");
728 (signed char *) &(weapon->stats.Wis),
729 1, "wisdom");
730 case IMPROVE_CHA: 744 case IMPROVE_CHA:
731 return improve_weapon_stat(op,improver,weapon, 745 return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Cha), 1, "charisma");
732 (signed char *) &(weapon->stats.Cha),
733 1, "charisma");
734 case IMPROVE_INT: 746 case IMPROVE_INT:
735 return improve_weapon_stat(op,improver,weapon, 747 return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Int), 1, "intelligence");
736 (signed char *) &(weapon->stats.Int),
737 1, "intelligence");
738 case IMPROVE_POW: 748 case IMPROVE_POW:
739 return improve_weapon_stat(op,improver,weapon, 749 return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Pow), 1, "power");
740 (signed char *) &(weapon->stats.Pow),
741 1, "power");
742 default: 750 default:
743 new_draw_info(NDI_UNIQUE, 0,op,"Unknown improvement type."); 751 new_draw_info (NDI_UNIQUE, 0, op, "Unknown improvement type.");
744 } 752 }
745 LOG(llevError,"improve_weapon: Got to end of function\n"); 753 LOG (llevError, "improve_weapon: Got to end of function\n");
746 return 0; 754 return 0;
747} 755}
748 756
749/** 757/**
750 * Handles the applying of improve/prepare/enchant weapon scroll. 758 * Handles the applying of improve/prepare/enchant weapon scroll.
751 * Checks a few things (not on a non-magic square, marked weapon, ...), 759 * Checks a few things (not on a non-magic square, marked weapon, ...),
752 * then calls improve_weapon to do the dirty work. 760 * then calls improve_weapon to do the dirty work.
753 */ 761 */
762int
754int check_improve_weapon (object *op, object *tmp) 763check_improve_weapon (object *op, object *tmp)
755{ 764{
756 object *otmp; 765 object *otmp;
757 766
758 if(op->type!=PLAYER) 767 if (op->type != PLAYER)
768 return 0;
769 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC))
770 {
771 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the scroll.");
759 return 0; 772 return 0;
760 if (!QUERY_FLAG(op, FLAG_WIZCAST) && (get_map_flags(op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC)) {
761 new_draw_info(NDI_UNIQUE, 0,op,"Something blocks the magic of the scroll.");
762 return 0;
763 } 773 }
764 otmp=find_marked_object(op); 774 otmp = find_marked_object (op);
765 if(!otmp) { 775 if (!otmp)
776 {
766 new_draw_info(NDI_UNIQUE, 0, op, "You need to mark a weapon object."); 777 new_draw_info (NDI_UNIQUE, 0, op, "You need to mark a weapon object.");
767 return 0; 778 return 0;
768 } 779 }
769 if (otmp->type != WEAPON && otmp->type != BOW) { 780 if (otmp->type != WEAPON && otmp->type != BOW)
781 {
770 new_draw_info(NDI_UNIQUE, 0,op,"Marked item is not a weapon or bow"); 782 new_draw_info (NDI_UNIQUE, 0, op, "Marked item is not a weapon or bow");
771 return 0; 783 return 0;
772 } 784 }
773 new_draw_info(NDI_UNIQUE, 0,op,"Applied weapon builder."); 785 new_draw_info (NDI_UNIQUE, 0, op, "Applied weapon builder.");
774 improve_weapon(op,tmp,otmp); 786 improve_weapon (op, tmp, otmp);
775 esrv_send_item(op, otmp); 787 esrv_send_item (op, otmp);
776 return 1; 788 return 1;
777} 789}
778 790
779/** 791/**
780 * This code deals with the armour improvment scrolls. 792 * This code deals with the armour improvment scrolls.
781 * Change limits on improvement - let players go up to 793 * Change limits on improvement - let players go up to
796 * the armour value of the piece of equipment exceed either 808 * the armour value of the piece of equipment exceed either
797 * the users level or 90) 809 * the users level or 90)
798 * Modified by MSW for partial resistance. Only support 810 * Modified by MSW for partial resistance. Only support
799 * changing of physical area right now. 811 * changing of physical area right now.
800 */ 812 */
813int
801int improve_armour(object *op, object *improver, object *armour) 814improve_armour (object *op, object *improver, object *armour)
802{ 815{
803 object *tmp; 816 object *tmp;
804 817
805 if (armour->magic >= settings.armor_max_enchant) { 818 if (armour->magic >= settings.armor_max_enchant)
819 {
806 new_draw_info(NDI_UNIQUE, 0,op,"This armour can not be enchanted any further."); 820 new_draw_info (NDI_UNIQUE, 0, op, "This armour can not be enchanted any further.");
807 return 0; 821 return 0;
808 } 822 }
809 /* Dealing with random artifact armor is a lot trickier (in terms of value, weight, 823 /* Dealing with random artifact armor is a lot trickier (in terms of value, weight,
810 * etc), so take the easy way out and don't worry about it. 824 * etc), so take the easy way out and don't worry about it.
811 * Note - maybe add scrolls which make the random artifact versions (eg, armour 825 * Note - maybe add scrolls which make the random artifact versions (eg, armour
812 * of gnarg and what not?) 826 * of gnarg and what not?)
813 */ 827 */
814 if (armour->title) { 828 if (armour->title)
829 {
815 new_draw_info(NDI_UNIQUE, 0, op, "This armour will not accept further enchantment."); 830 new_draw_info (NDI_UNIQUE, 0, op, "This armour will not accept further enchantment.");
816 return 0; 831 return 0;
817 } 832 }
818 833
819 /* Split objects if needed. Can't insert tmp until the 834 /* Split objects if needed. Can't insert tmp until the
820 * end of this function - otherwise it will just re-merge. 835 * end of this function - otherwise it will just re-merge.
821 */ 836 */
822 if(armour->nrof > 1) 837 if (armour->nrof > 1)
823 tmp = get_split_ob(armour,armour->nrof - 1); 838 tmp = get_split_ob (armour, armour->nrof - 1);
824 else 839 else
825 tmp = NULL; 840 tmp = NULL;
826 841
827 armour->magic++; 842 armour->magic++;
828 843
829 if ( !settings.armor_speed_linear ) 844 if (!settings.armor_speed_linear)
830 { 845 {
831 int base = 100; 846 int base = 100;
832 int pow = 0; 847 int pow = 0;
848
833 while ( pow < armour->magic ) 849 while (pow < armour->magic)
834 { 850 {
835 base = base - ( base * settings.armor_speed_improvement ) / 100; 851 base = base - (base * settings.armor_speed_improvement) / 100;
836 pow++; 852 pow++;
837 } 853 }
838 854
839 ARMOUR_SPEED( armour ) = ( ARMOUR_SPEED( &armour->arch->clone ) * base ) / 100; 855 ARMOUR_SPEED (armour) = (ARMOUR_SPEED (&armour->arch->clone) * base) / 100;
840 } 856 }
841 else 857 else
842 ARMOUR_SPEED( armour ) = ( ARMOUR_SPEED( &armour->arch->clone ) * ( 100 + armour->magic * settings.armor_speed_improvement ) )/100; 858 ARMOUR_SPEED (armour) = (ARMOUR_SPEED (&armour->arch->clone) * (100 + armour->magic * settings.armor_speed_improvement)) / 100;
843 859
844 if ( !settings.armor_weight_linear ) 860 if (!settings.armor_weight_linear)
845 { 861 {
846 int base = 100; 862 int base = 100;
847 int pow = 0; 863 int pow = 0;
864
848 while ( pow < armour->magic ) 865 while (pow < armour->magic)
849 { 866 {
850 base = base - ( base * settings.armor_weight_reduction ) / 100; 867 base = base - (base * settings.armor_weight_reduction) / 100;
851 pow++; 868 pow++;
852 } 869 }
853 870
854 armour->weight = ( armour->arch->clone.weight * base ) / 100; 871 armour->weight = (armour->arch->clone.weight * base) / 100;
855 } 872 }
856 else 873 else
857 armour->weight = ( armour->arch->clone.weight * ( 100 - armour->magic * settings.armor_weight_reduction ) ) / 100; 874 armour->weight = (armour->arch->clone.weight * (100 - armour->magic * settings.armor_weight_reduction)) / 100;
858 875
859 if ( armour->weight <= 0 ) 876 if (armour->weight <= 0)
860 { 877 {
861 LOG( llevInfo, "Warning: enchanted armours can have negative weight\n." ); 878 LOG (llevInfo, "Warning: enchanted armours can have negative weight\n.");
862 armour->weight = 1; 879 armour->weight = 1;
863 } 880 }
864 881
865 armour->item_power = get_power_from_ench(armour->arch->clone.item_power + armour->magic); 882 armour->item_power = get_power_from_ench (armour->arch->clone.item_power + armour->magic);
866 883
867 if (op->type == PLAYER) { 884 if (op->type == PLAYER)
885 {
868 esrv_send_item(op, armour); 886 esrv_send_item (op, armour);
869 if(QUERY_FLAG(armour, FLAG_APPLIED)) 887 if (QUERY_FLAG (armour, FLAG_APPLIED))
870 fix_player(op); 888 fix_player (op);
871 } 889 }
872 decrease_ob(improver); 890 decrease_ob (improver);
873 if (tmp) { 891 if (tmp)
892 {
874 insert_ob_in_ob(tmp, op); 893 insert_ob_in_ob (tmp, op);
875 esrv_send_item(op, tmp); 894 esrv_send_item (op, tmp);
876 } 895 }
877 return 1; 896 return 1;
878} 897}
879 898
880 899
881/* 900/*
882 * convert_item() returns 1 if anything was converted, 0 if the item was not 901 * convert_item() returns 1 if anything was converted, 0 if the item was not
890/* Takes one items and makes another. 909/* Takes one items and makes another.
891 * converter is the object that is doing the conversion. 910 * converter is the object that is doing the conversion.
892 * item is the object that triggered the converter - if it is not 911 * item is the object that triggered the converter - if it is not
893 * what the converter wants, this will not do anything. 912 * what the converter wants, this will not do anything.
894 */ 913 */
914int
895int convert_item(object *item, object *converter) { 915convert_item (object *item, object *converter)
916{
896 int nr=0; 917 int nr = 0;
897 object *tmp;
898 uint32 price_in; 918 uint32 price_in;
899 919
900 /* 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,
901 * 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
902 * 3 gp and player drops a platinum, tough luck) 922 * 3 gp and player drops a platinum, tough luck)
903 */ 923 */
904 if (!strcmp(CONV_FROM(converter),"money")) { 924 if (!strcmp (CONV_FROM (converter), "money"))
925 {
905 int cost; 926 int cost;
906 927
907 if(item->type!=MONEY) 928 if (item->type != MONEY)
908 return 0; 929 return 0;
909 930
910 nr=(item->nrof*item->value)/CONV_NEED(converter); 931 nr = (item->nrof * item->value) / CONV_NEED (converter);
932 if (!nr)
911 if (!nr) return 0; 933 return 0;
912 cost=nr*CONV_NEED(converter)/item->value; 934 cost = nr * CONV_NEED (converter) / item->value;
913 /* take into account rounding errors */ 935 /* take into account rounding errors */
914 if (nr*CONV_NEED(converter)%item->value) cost++; 936 if (nr * CONV_NEED (converter) % item->value)
937 cost++;
915 decrease_ob_nr(item, cost); 938 decrease_ob_nr (item, cost);
916 939
917 price_in = cost*item->value; 940 price_in = cost * item->value;
941 }
942 else
918 } 943 {
919 else {
920 if(item->type==PLAYER||CONV_FROM(converter)!=item->arch->name|| 944 if (item->type == PLAYER || CONV_FROM (converter) != item->arch->name ||
921 (CONV_NEED(converter)&&CONV_NEED(converter)>item->nrof)) 945 (CONV_NEED (converter) && CONV_NEED (converter) > (uint16) item->nrof))
922 return 0; 946 return 0;
923 947
924 if(CONV_NEED(converter)) { 948 if (CONV_NEED (converter))
949 {
925 nr=item->nrof/CONV_NEED(converter); 950 nr = item->nrof / CONV_NEED (converter);
926 decrease_ob_nr(item,nr*CONV_NEED(converter)); 951 decrease_ob_nr (item, nr * CONV_NEED (converter));
927 price_in = nr*CONV_NEED(converter)*item->value; 952 price_in = nr * CONV_NEED (converter) * item->value;
953 }
928 } else { 954 else
955 {
929 price_in = item->value; 956 price_in = item->value;
930 remove_ob(item); 957 item->destroy ();
931 free_object(item);
932 } 958 }
933 } 959 }
934 960
935 if (converter->inv != NULL) { 961 if (converter->inv != NULL)
962 {
936 object *ob; 963 object *ob;
937 int i; 964 int i;
938 object *ob_to_copy; 965 object *ob_to_copy;
939 966
940 /* select random object from inventory to copy */ 967 /* select random object from inventory to copy */
941 ob_to_copy = converter->inv; 968 ob_to_copy = converter->inv;
942 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 {
943 if (rndm(0, i) == 0) { 971 if (rndm (0, i) == 0)
972 {
944 ob_to_copy = ob; 973 ob_to_copy = ob;
945 } 974 }
946 } 975 }
947 item = object_create_clone(ob_to_copy); 976 item = object_create_clone (ob_to_copy);
948 CLEAR_FLAG(item, FLAG_IS_A_TEMPLATE); 977 CLEAR_FLAG (item, FLAG_IS_A_TEMPLATE);
949 unflag_inv(item, FLAG_IS_A_TEMPLATE); 978 unflag_inv (item, FLAG_IS_A_TEMPLATE);
950 } else { 979 }
980 else
981 {
951 if (converter->other_arch == NULL) { 982 if (converter->other_arch == NULL)
983 {
952 LOG(llevError,"move_creator: Converter doesn't have other arch set: %s (%s, %d, %d)\n", 984 LOG (llevError, "move_creator: Converter doesn't have other arch set: %s (%s, %d, %d)\n",
953 &converter->name, converter->map->path, converter->x, converter->y); 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->name); 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 = 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)
1181 {
1117 LOG (llevError, "esrv_apply_container: %s is not container!\n", &sack->name); 1182 LOG (llevError, "esrv_apply_container: %s is not container!\n", sack ? &sack->name : "[nullobject]");
1118 return 0; 1183 return 0;
1119 } 1184 }
1120 1185
1121 /* 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
1122 * 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
1123 * openening the new container. 1188 * openening the new container.
1124 */ 1189 */
1125 1190
1126 if (op->container && QUERY_FLAG(sack, FLAG_APPLIED)) { 1191 if (op->container && QUERY_FLAG (sack, FLAG_APPLIED))
1127 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 */
1128 op->container->move_off = 0; 1195 op->container->move_off = 0;
1129 } 1196 }
1130 1197
1131 if (INVOKE_OBJECT (CLOSE, tmp, ARG_OBJECT (op))) 1198 if (INVOKE_OBJECT (CLOSE, tmp, ARG_OBJECT (op)))
1132 return 1; 1199 return 1;
1133 1200
1134 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));
1135 query_name(op->container));
1136 CLEAR_FLAG(op->container, FLAG_APPLIED); 1202 CLEAR_FLAG (op->container, FLAG_APPLIED);
1137 op->container=NULL; 1203 op->container = NULL;
1138 esrv_update_item (UPD_FLAGS, op, tmp); 1204 esrv_update_item (UPD_FLAGS, op, tmp);
1139 if (tmp == sack) return 1; 1205 if (tmp == sack)
1206 return 1;
1140 } 1207 }
1141 1208
1142 1209
1143 /* 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),
1144 * 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.
1145 */ 1212 */
1146 1213
1147 if (sack->slaying) { /* it's locked */ 1214 if (sack->slaying)
1215 { /* it's locked */
1148 tmp=find_key(op, op, sack); 1216 tmp = find_key (op, op, sack);
1149 if (tmp) { 1217 if (tmp)
1218 {
1150 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 }
1151 } else { 1221 else
1222 {
1152 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));
1153 query_name(sack));
1154 return 0; 1224 return 0;
1155 } 1225 }
1156 } 1226 }
1157 1227
1158 /* 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
1159 * 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.
1160 */ 1230 */
1161 1231
1162 /* 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
1163 * 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
1164 * 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.
1165 */ 1235 */
1166 1236
1167 1237
1168 if (sack->env != op) { 1238 if (sack->env != op)
1239 {
1169 /* 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
1170 * 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
1171 * try to do it, so lets handle it gracefully. 1242 * try to do it, so lets handle it gracefully.
1172 */ 1243 */
1173 if (sack->env) { 1244 if (sack->env)
1245 {
1174 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));
1175 query_name(sack));
1176 return 0; 1247 return 0;
1177 } 1248 }
1178 /* 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 */
1179 sack->move_off = MOVE_ALL; /* trying force closing it */ 1250 sack->move_off = MOVE_ALL; /* trying force closing it */
1180 1251
1181 CLEAR_FLAG (sack, FLAG_APPLIED); 1252 CLEAR_FLAG (sack, FLAG_APPLIED);
1182 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));
1183 SET_FLAG (sack, FLAG_APPLIED); 1254 SET_FLAG (sack, FLAG_APPLIED);
1184 op->container = sack; 1255 op->container = sack;
1185 esrv_update_item (UPD_FLAGS, op, sack); 1256 esrv_update_item (UPD_FLAGS, op, sack);
1186 esrv_send_inventory (op, sack); 1257 esrv_send_inventory (op, sack);
1187 1258
1188 } else { /* sack is in players inventory */ 1259 }
1189 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 */
1190 CLEAR_FLAG (sack, FLAG_APPLIED); 1264 CLEAR_FLAG (sack, FLAG_APPLIED);
1191 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));
1192 SET_FLAG (sack, FLAG_APPLIED); 1266 SET_FLAG (sack, FLAG_APPLIED);
1193 op->container = sack; 1267 op->container = sack;
1194 esrv_update_item (UPD_FLAGS, op, sack); 1268 esrv_update_item (UPD_FLAGS, op, sack);
1195 esrv_send_inventory (op, sack); 1269 esrv_send_inventory (op, sack);
1270 }
1271 else
1196 } 1272 {
1197 else {
1198 CLEAR_FLAG (sack, FLAG_APPLIED); 1273 CLEAR_FLAG (sack, FLAG_APPLIED);
1199 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));
1200 SET_FLAG (sack, FLAG_APPLIED); 1275 SET_FLAG (sack, FLAG_APPLIED);
1201 esrv_update_item (UPD_FLAGS, op, sack); 1276 esrv_update_item (UPD_FLAGS, op, sack);
1202 } 1277 }
1203 } 1278 }
1204 return 1; 1279 return 1;
1205} 1280}
1206 1281
1207 1282
1208/** 1283/**
1209 * Handles dropping things on altar. 1284 * Handles dropping things on altar.
1210 * Returns true if sacrifice was accepted. 1285 * Returns true if sacrifice was accepted.
1211 */ 1286 */
1287static int
1212static int apply_altar (object *altar, object *sacrifice, object *originator) 1288apply_altar (object *altar, object *sacrifice, object *originator)
1213{ 1289{
1214 /* Only players can make sacrifices on spell casting altars. */ 1290 /* Only players can make sacrifices on spell casting altars. */
1215 if (altar->inv && ( ! originator || originator->type != PLAYER)) 1291 if (altar->inv && (!originator || originator->type != PLAYER))
1216 return 0; 1292 return 0;
1217 1293
1218 if (operate_altar (altar, &sacrifice)) { 1294 if (operate_altar (altar, &sacrifice))
1295 {
1219 /* Simple check. Unfortunately, it means you can't cast magic bullet 1296 /* Simple check. Unfortunately, it means you can't cast magic bullet
1220 * 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
1221 * is up to map designers to use them properly. 1298 * is up to map designers to use them properly.
1222 */ 1299 */
1223 if (altar->inv && altar->inv->type==SPELL) { 1300 if (altar->inv && altar->inv->type == SPELL)
1301 {
1224 new_draw_info_format (NDI_BLACK, 0, originator, "The altar casts %s.", &altar->inv->name); 1302 new_draw_info_format (NDI_BLACK, 0, originator, "The altar casts %s.", &altar->inv->name);
1225 cast_spell (originator, altar, 0, altar->inv, NULL); 1303 cast_spell (originator, altar, 0, altar->inv, NULL);
1226 /* If it is connected, push the button. Fixes some problems with 1304 /* If it is connected, push the button. Fixes some problems with
1227 * old maps. 1305 * old maps.
1228 */ 1306 */
1307
1229/* push_button (altar);*/ 1308/* push_button (altar);*/
1309 }
1230 } else { 1310 else
1311 {
1231 altar->value = 1; /* works only once */ 1312 altar->value = 1; /* works only once */
1232 push_button (altar); 1313 push_button (altar);
1233 } 1314 }
1315
1234 return sacrifice == NULL; 1316 return !sacrifice;
1235 } else { 1317 }
1318 else
1236 return 0; 1319 return 0;
1237 }
1238} 1320}
1239
1240 1321
1241/** 1322/**
1242 * Handles 'movement' of shop mats. 1323 * Handles 'movement' of shop mats.
1243 * Returns 1 if 'op' was destroyed, 0 if not. 1324 * Returns 1 if 'op' was destroyed, 0 if not.
1244 * Largely re-written to not use nearly as many gotos, plus 1325 * Largely re-written to not use nearly as many gotos, plus
1245 * some of this code just looked plain out of date. 1326 * some of this code just looked plain out of date.
1246 * MSW 2001-08-29 1327 * MSW 2001-08-29
1247 */ 1328 */
1329int
1248int apply_shop_mat (object * shop_mat, object * op) 1330apply_shop_mat (object *shop_mat, object *op)
1249{ 1331{
1250 int rv = 0; 1332 int rv = 0;
1251 double opinion; 1333 double opinion;
1252 object *tmp, *next; 1334 object *tmp, *next;
1253 1335
1260 * the shop. 1342 * the shop.
1261 */ 1343 */
1262 for (tmp = op->inv; tmp; tmp = next) 1344 for (tmp = op->inv; tmp; tmp = next)
1263 { 1345 {
1264 next = tmp->below; 1346 next = tmp->below;
1347
1265 if (QUERY_FLAG (tmp, FLAG_UNPAID)) 1348 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1266 { 1349 {
1267 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);
1268 1351
1269 remove_ob (tmp); 1352 tmp->remove ();
1353
1270 if (i == -1) 1354 if (i == -1)
1271 i = 0; 1355 i = 0;
1356
1272 tmp->map = op->map; 1357 tmp->map = op->map;
1273 tmp->x = op->x + freearr_x[i]; 1358 tmp->x = op->x + freearr_x[i];
1274 tmp->y = op->y + freearr_y[i]; 1359 tmp->y = op->y + freearr_y[i];
1275 insert_ob_in_map (tmp, op->map, op, 0); 1360 insert_ob_in_map (tmp, op->map, op, 0);
1276 } 1361 }
1286 if (QUERY_FLAG (op, FLAG_UNPAID) || !QUERY_FLAG (op, FLAG_ALIVE)) 1371 if (QUERY_FLAG (op, FLAG_UNPAID) || !QUERY_FLAG (op, FLAG_ALIVE))
1287 { 1372 {
1288 1373
1289 /* Somebody dropped an unpaid item, just move to an adjacent place. */ 1374 /* Somebody dropped an unpaid item, just move to an adjacent place. */
1290 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
1291 if (i != -1) 1377 if (i != -1)
1292 {
1293 rv =
1294 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);
1295 0, shop_mat); 1379
1296 }
1297 return 0; 1380 return 0;
1298 } 1381 }
1299 /* Removed code that checked for multipart objects - it appears that 1382 /* Removed code that checked for multipart objects - it appears that
1300 * the teleport function should be able to handle this just fine. 1383 * the teleport function should be able to handle this just fine.
1301 */ 1384 */
1302 rv = teleport (shop_mat, SHOP_MAT, op); 1385 rv = teleport (shop_mat, SHOP_MAT, op);
1303 } 1386 }
1304 /* immediate block below is only used for players */ 1387 else if (can_pay (op) && get_payment (op))
1305 else if (can_pay (op))
1306 { 1388 {
1307 get_payment (op, op->inv); 1389 /* this is only used for players */
1308 rv = teleport (shop_mat, SHOP_MAT, op); 1390 rv = teleport (shop_mat, SHOP_MAT, op);
1309 1391
1310 if (shop_mat->msg) 1392 if (shop_mat->msg)
1311 {
1312 new_draw_info (NDI_UNIQUE, 0, op, shop_mat->msg); 1393 new_draw_info (NDI_UNIQUE, 0, op, shop_mat->msg);
1313 }
1314 /* 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,
1315 * 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
1316 * actually the shop floor. 1396 * actually the shop floor.
1317 */ 1397 */
1318 else if (!rv && !is_in_shop (op)) 1398 else if (!rv && !is_in_shop (op))
1319 { 1399 {
1320 opinion = shopkeeper_approval (op->map, op); 1400 opinion = shopkeeper_approval (op->map, op);
1401
1321 if (opinion > 0.9) 1402 if (opinion > 0.9)
1322 new_draw_info (NDI_UNIQUE, 0, op, 1403 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper gives you a friendly wave.");
1323 "The shopkeeper gives you a friendly wave.");
1324 else if (opinion > 0.75) 1404 else if (opinion > 0.75)
1325 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.");
1326 else if (opinion > 0.5) 1406 else if (opinion > 0.5)
1327 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper ignores you."); 1407 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper ignores you.");
1328 else 1408 else
1329 new_draw_info (NDI_UNIQUE, 0, op, 1409 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper glares at you with contempt.");
1330 "The shopkeeper glares at you with contempt.");
1331 } 1410 }
1332 } 1411 }
1333 else 1412 else
1334 { 1413 {
1335 /* 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
1336 * 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
1337 * they are not on the mat anymore 1416 * they are not on the mat anymore
1338 */ 1417 */
1339
1340 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
1341 if (i == -1) 1420 if (i == -1)
1342 { 1421 {
1343 LOG (llevError, "Internal shop-mat problem.\n"); 1422 LOG (llevError, "Internal shop-mat problem.\n");
1344 } 1423 }
1345 else 1424 else
1346 { 1425 {
1347 remove_ob (op); 1426 op->remove ();
1348 op->x += freearr_x[i]; 1427 op->x += freearr_x[i];
1349 op->y += freearr_y[i]; 1428 op->y += freearr_y[i];
1350 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;
1351 } 1430 }
1352 } 1431 }
1432
1353 CLEAR_FLAG (op, FLAG_NO_APPLY); 1433 CLEAR_FLAG (op, FLAG_NO_APPLY);
1354 return rv; 1434 return rv;
1355} 1435}
1356 1436
1357/** 1437/**
1358 * Handles applying a sign. 1438 * Handles applying a sign.
1359 */ 1439 */
1440static void
1360static void apply_sign (object *op, object *sign, int autoapply) 1441apply_sign (object *op, object *sign, int autoapply)
1361{ 1442{
1362 readable_message_type* msgType; 1443 readable_message_type *msgType;
1363 char newbuf[HUGE_BUF]; 1444 char newbuf[HUGE_BUF];
1445
1364 if (sign->msg == NULL) { 1446 if (sign->msg == NULL)
1447 {
1365 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.");
1366 return; 1449 return;
1367 } 1450 }
1368 1451
1369 if (sign->stats.food) { 1452 if (sign->stats.food)
1453 {
1370 if (sign->last_eat >= sign->stats.food) { 1454 if (sign->last_eat >= sign->stats.food)
1455 {
1371 if (!sign->move_on) 1456 if (!sign->move_on)
1372 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.");
1373 return; 1458 return;
1374 } 1459 }
1375 1460
1376 if (!QUERY_FLAG(op, FLAG_WIZPASS)) 1461 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1377 sign->last_eat++; 1462 sign->last_eat++;
1378 } 1463 }
1379 1464
1380 /* 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?
1381 * 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
1382 * 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
1383 * to us). 1468 * to us).
1384 */ 1469 */
1385 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)
1386 new_draw_info (NDI_UNIQUE, 0, op, 1471 {
1387 "You are unable to read while blind."); 1472 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind.");
1388 return; 1473 return;
1389 } 1474 }
1390 msgType=get_readable_message_type(sign); 1475 msgType = get_readable_message_type (sign);
1391 snprintf(newbuf,sizeof(newbuf),"%hhu %s", autoapply?1:0, &sign->msg); 1476 snprintf (newbuf, sizeof (newbuf), "%hhu %s", autoapply ? 1 : 0, &sign->msg);
1392 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);
1393} 1478}
1394 1479
1395/** 1480/**
1396 * 'victim' moves onto 'trap' 1481 * 'victim' moves onto 'trap'
1397 * 'victim' leaves 'trap' 1482 * 'victim' leaves 'trap'
1399 * 1484 *
1400 * originator: Player, monster or other object that caused 'victim' to move 1485 * originator: Player, monster or other object that caused 'victim' to move
1401 * 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.
1402 * However, some types of traps require an originator to function. 1487 * However, some types of traps require an originator to function.
1403 */ 1488 */
1489void
1404void move_apply (object *trap, object *victim, object *originator) 1490move_apply (object *trap, object *victim, object *originator)
1405{ 1491{
1406 static int recursion_depth = 0; 1492 static int recursion_depth = 0;
1407 1493
1408 /* Only exits affect DMs. */ 1494 /* Only exits affect DMs. */
1409 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)
1410 return; 1496 return;
1411 1497
1412 /* move_apply() is the most likely candidate for causing unwanted and 1498 /* move_apply() is the most likely candidate for causing unwanted and
1413 * possibly unlimited recursion. 1499 * possibly unlimited recursion.
1414 */ 1500 */
1416 * maps to fail. 1) it's not an error to recurse: 1502 * maps to fail. 1) it's not an error to recurse:
1417 * rune detonates, summoning monster. monster lands on nearby rune. 1503 * rune detonates, summoning monster. monster lands on nearby rune.
1418 * nearby rune detonates. This sort of recursion is expected and 1504 * nearby rune detonates. This sort of recursion is expected and
1419 * proper. This code was causing needless crashes. 1505 * proper. This code was causing needless crashes.
1420 */ 1506 */
1421 if (recursion_depth >= 500) { 1507 if (recursion_depth >= 500)
1508 {
1422 LOG (llevDebug, "WARNING: move_apply(): aborting recursion " 1509 LOG (llevDebug, "WARNING: move_apply(): aborting recursion "
1423 "[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);
1424 &trap->arch->name, &trap->name, &victim->arch->name, &victim->name);
1425 return; 1511 return;
1426 } 1512 }
1427 recursion_depth++; 1513 recursion_depth++;
1428 if (trap->head) trap=trap->head; 1514 if (trap->head)
1515 trap = trap->head;
1429 1516
1430 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 }
1431 goto leave; 1541 goto leave;
1432 1542
1433 switch (trap->type) { 1543 case SPINNER:
1434 case PLAYERMOVER: 1544 if (victim->direction)
1435 if (trap->attacktype && (trap->level || victim->type!=PLAYER) && 1545 {
1436 !should_director_abort(trap, victim)) { 1546 victim->direction = absdir (victim->direction - trap->stats.sp);
1437 if (!trap->stats.maxsp) trap->stats.maxsp=2; 1547 update_turn_face (victim);
1548 }
1549 goto leave;
1438 1550
1439 /* Is this correct? From the docs, it doesn't look like it 1551 case DIRECTOR:
1440 * 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)
1441 */ 1595 {
1442 victim->speed_left = -FABS(trap->stats.maxsp*victim->speed/trap->speed); 1596 int tot;
1443 1597
1444 /* 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)
1445 * above with some objects have zero speed, and thus the player 1599 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
1446 * getting permanently paralyzed. 1600 tot += (ab->nrof ? ab->nrof : 1) * ab->weight + ab->carrying;
1447 */ 1601
1448 if (victim->speed_left<-50.0) victim->speed_left=-50.0; 1602 if (!(trap->value = (tot > trap->weight) ? 1 : 0))
1449 /* 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);
1450 } 1607 }
1451 goto leave;
1452 1608
1453 case SPINNER:
1454 if(victim->direction) {
1455 victim->direction=absdir(victim->direction-trap->stats.sp);
1456 update_turn_face(victim);
1457 }
1458 goto leave;
1459
1460 case DIRECTOR:
1461 if(victim->direction && !should_director_abort(trap, victim)) {
1462 victim->direction=trap->stats.sp;
1463 update_turn_face(victim);
1464 }
1465 goto leave;
1466
1467 case BUTTON:
1468 case PEDESTAL:
1469 update_button(trap);
1470 goto leave;
1471
1472 case ALTAR:
1473 /* sacrifice victim on trap */
1474 apply_altar (trap, victim, originator);
1475 goto leave;
1476
1477 case THROWN_OBJ:
1478 if (trap->inv == NULL)
1479 goto leave;
1480 /* fallthrough */
1481
1482 case ARROW:
1483
1484 /* bad bug: monster throw a object, make a step forwards, step on object ,
1485 * trigger this here and get hit by own missile - and will be own enemy.
1486 * Victim then is his own enemy and will start to kill herself (this is
1487 * removed) but we have not synced victim and his missile. To avoid senseless
1488 * action, we avoid hits here
1489 */
1490 if ((QUERY_FLAG (victim, FLAG_ALIVE) && trap->speed) && trap->owner != victim)
1491 hit_with_arrow (trap, victim);
1492 goto leave;
1493
1494 case SPELL_EFFECT:
1495 apply_spell_effect(trap, victim);
1496 goto leave;
1497
1498 case TRAPDOOR:
1499 {
1500 int max, sound_was_played;
1501 object *ab, *ab_next;
1502 if(!trap->value) {
1503 int tot;
1504 for(ab=trap->above,tot=0;ab!=NULL;ab=ab->above)
1505 if ((ab->move_type && trap->move_on) || ab->move_type==0)
1506 tot += (ab->nrof ? ab->nrof : 1) * ab->weight + ab->carrying;
1507
1508 if(!(trap->value=(tot>trap->weight)?1:0))
1509 goto leave;
1510
1511 SET_ANIMATION(trap, trap->value);
1512 update_object(trap,UP_OBJ_FACE);
1513 }
1514
1515 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 {
1516 /* 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,
1517 * ab->above would be bogus 1612 * ab->above would be bogus
1518 */ 1613 */
1519 ab_next = ab->above; 1614 ab_next = ab->above;
1520 1615
1521 if ((ab->move_type && trap->move_on) || ab->move_type==0) { 1616 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
1617 {
1522 if ( ! sound_was_played) { 1618 if (!sound_was_played)
1619 {
1523 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);
1524 sound_was_played = 1; 1621 sound_was_played = 1;
1525 } 1622 }
1526 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!");
1527 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);
1528 } 1625 }
1529 } 1626 }
1530 goto leave; 1627 goto leave;
1531 } 1628 }
1532 1629
1533 1630
1534 case CONVERTER: 1631 case CONVERTER:
1535 if (convert_item (victim, trap) < 0) { 1632 if (convert_item (victim, trap) < 0)
1633 {
1536 object *op; 1634 object *op;
1537 1635
1538 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));
1539 1637
1540 op = get_archetype("burnout"); 1638 op = get_archetype ("burnout");
1541 if (op != NULL) { 1639 if (op != NULL)
1640 {
1542 op->x = trap->x; 1641 op->x = trap->x;
1543 op->y = trap->y; 1642 op->y = trap->y;
1544 insert_ob_in_map(op, trap->map, trap, 0); 1643 insert_ob_in_map (op, trap->map, trap, 0);
1545 } 1644 }
1546 } 1645 }
1547 goto leave; 1646 goto leave;
1548 1647
1549 case TRIGGER_BUTTON: 1648 case TRIGGER_BUTTON:
1550 case TRIGGER_PEDESTAL: 1649 case TRIGGER_PEDESTAL:
1551 case TRIGGER_ALTAR: 1650 case TRIGGER_ALTAR:
1552 check_trigger (trap, victim); 1651 check_trigger (trap, victim);
1553 goto leave; 1652 goto leave;
1554 1653
1555 case DEEP_SWAMP: 1654 case DEEP_SWAMP:
1556 walk_on_deep_swamp (trap, victim); 1655 walk_on_deep_swamp (trap, victim);
1557 goto leave; 1656 goto leave;
1558 1657
1559 case CHECK_INV: 1658 case CHECK_INV:
1560 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)
1561 goto leave; 1665 goto leave;
1562 1666
1563 case HOLE:
1564 /* Hole not open? */
1565 if(trap->stats.wc > 0)
1566 goto leave;
1567
1568 /* 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.
1569 * 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.
1570 */ 1683 */
1571 if (victim->head)
1572 goto leave;
1573
1574 play_sound_map (victim->map, victim->x, victim->y, SOUND_FALL_HOLE);
1575 new_draw_info (NDI_UNIQUE, 0, victim, "You fall through the hole!\n");
1576 transfer_ob (victim, EXIT_X (trap), EXIT_Y (trap), 1, victim);
1577 goto leave;
1578
1579 case EXIT:
1580 if (victim->type == PLAYER && EXIT_PATH (trap)) {
1581 /* Basically, don't show exits leading to random maps the
1582 * players output.
1583 */
1584 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))
1585 new_draw_info (NDI_NAVY, 0, victim, trap->msg); 1685 new_draw_info (NDI_NAVY, 0, victim, trap->msg);
1586 enter_exit (victim, trap); 1686 enter_exit (victim, trap);
1587 } 1687 }
1588 goto leave; 1688 goto leave;
1589 1689
1590 case ENCOUNTER: 1690 case ENCOUNTER:
1591 /* may be some leftovers on this */ 1691 /* may be some leftovers on this */
1592 goto leave; 1692 goto leave;
1593 1693
1594 case SHOP_MAT: 1694 case SHOP_MAT:
1595 apply_shop_mat (trap, victim); 1695 apply_shop_mat (trap, victim);
1596 goto leave; 1696 goto leave;
1597 1697
1598 /* Drop a certain amount of gold, and have one item identified */ 1698 /* Drop a certain amount of gold, and have one item identified */
1599 case IDENTIFY_ALTAR: 1699 case IDENTIFY_ALTAR:
1600 apply_id_altar (victim, trap, originator); 1700 apply_id_altar (victim, trap, originator);
1601 goto leave; 1701 goto leave;
1602 1702
1603 case SIGN: 1703 case SIGN:
1604 if (victim->type != PLAYER && trap->stats.food > 0) 1704 if (victim->type != PLAYER && trap->stats.food > 0)
1605 goto leave; /* monsters musn't apply magic_mouths with counters */ 1705 goto leave; /* monsters musn't apply magic_mouths with counters */
1606 1706
1607 apply_sign (victim, trap, 1); 1707 apply_sign (victim, trap, 1);
1608 goto leave; 1708 goto leave;
1609 1709
1610 case CONTAINER: 1710 case CONTAINER:
1611 if (victim->type==PLAYER) 1711 if (victim->type == PLAYER)
1612 (void) esrv_apply_container (victim, trap); 1712 (void) esrv_apply_container (victim, trap);
1613 else 1713 else
1614 (void) apply_container (victim, trap); 1714 (void) apply_container (victim, trap);
1615 goto leave; 1715 goto leave;
1616 1716
1617 case RUNE: 1717 case RUNE:
1618 case TRAP: 1718 case TRAP:
1619 if (trap->level && QUERY_FLAG (victim, FLAG_ALIVE)) { 1719 if (trap->level && QUERY_FLAG (victim, FLAG_ALIVE))
1720 {
1620 spring_trap(trap, victim); 1721 spring_trap (trap, victim);
1621 } 1722 }
1622 goto leave; 1723 goto leave;
1623 1724
1624 default: 1725 default:
1625 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 "
1626 "handled in move_apply()\n", &trap->name, &trap->arch->name, 1727 "handled in move_apply()\n", &trap->name, &trap->arch->name, trap->type);
1627 trap->type);
1628 goto leave; 1728 goto leave;
1629 } 1729 }
1630 1730
1631 leave: 1731leave:
1632 recursion_depth--; 1732 recursion_depth--;
1633} 1733}
1634 1734
1635/** 1735/**
1636 * Handles reading a regular (ie not containing a spell) book. 1736 * Handles reading a regular (ie not containing a spell) book.
1637 */ 1737 */
1738static void
1638static void apply_book (object *op, object *tmp) 1739apply_book (object *op, object *tmp)
1639{ 1740{
1640 int lev_diff; 1741 int lev_diff;
1641 object *skill_ob; 1742 object *skill_ob;
1642 1743
1643 if(QUERY_FLAG(op, FLAG_BLIND)&&!QUERY_FLAG(op,FLAG_WIZ)) { 1744 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1745 {
1644 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.");
1645 return; 1747 return;
1646 } 1748 }
1647 if(tmp->msg==NULL) { 1749 if (tmp->msg == NULL)
1648 new_draw_info_format(NDI_UNIQUE, 0, op, 1750 {
1649 "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);
1650 return; 1752 return;
1651 } 1753 }
1652 1754
1653 /* need a literacy skill to read stuff! */ 1755 /* need a literacy skill to read stuff! */
1654 skill_ob = find_skill_by_name(op, tmp->skill); 1756 skill_ob = find_skill_by_name (op, tmp->skill);
1655 if ( ! skill_ob) { 1757 if (!skill_ob)
1656 new_draw_info(NDI_UNIQUE, 0,op, 1758 {
1657 "You are unable to decipher the strange symbols."); 1759 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to decipher the strange symbols.");
1658 return; 1760 return;
1659 } 1761 }
1660 lev_diff = tmp->level - (skill_ob->level + 5); 1762 lev_diff = tmp->level - (skill_ob->level + 5);
1661 if ( ! QUERY_FLAG (op, FLAG_WIZ) && lev_diff > 0) { 1763 if (!QUERY_FLAG (op, FLAG_WIZ) && lev_diff > 0)
1764 {
1662 if (lev_diff < 2) 1765 if (lev_diff < 2)
1663 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.");
1664 else if (lev_diff < 3) 1767 else if (lev_diff < 3)
1665 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.");
1666 else if (lev_diff < 5) 1769 else if (lev_diff < 5)
1667 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.");
1668 else if (lev_diff < 8) 1771 else if (lev_diff < 8)
1669 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.");
1670 else if (lev_diff < 15) 1773 else if (lev_diff < 15)
1671 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.");
1672 else 1775 else
1673 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.");
1674 return; 1777 return;
1675 } 1778 }
1676 1779
1677 readable_message_type* msgType = get_readable_message_type(tmp); 1780 readable_message_type *msgType = get_readable_message_type (tmp);
1781
1678 draw_ext_info_format(NDI_UNIQUE | NDI_NAVY, 0, op, 1782 draw_ext_info_format (NDI_UNIQUE | NDI_NAVY, 0, op,
1679 msgType->message_type, msgType->message_subtype, 1783 msgType->message_type, msgType->message_subtype,
1680 "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);
1681 "%s\n%s",
1682 long_desc(tmp,op), &tmp->msg);
1683 1785
1684 /* gain xp from reading */ 1786 /* gain xp from reading */
1685 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 */
1686 int exp_gain=calc_skill_exp(op,tmp, skill_ob); 1789 int exp_gain = calc_skill_exp (op, tmp, skill_ob);
1790
1687 if(!QUERY_FLAG(tmp,FLAG_IDENTIFIED)) { 1791 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1792 {
1688 /*exp_gain *= 2; because they just identified it too */ 1793 /*exp_gain *= 2; because they just identified it too */
1689 SET_FLAG(tmp,FLAG_IDENTIFIED); 1794 SET_FLAG (tmp, FLAG_IDENTIFIED);
1795
1690 /* If in a container, update how it looks */ 1796 /* If in a container, update how it looks */
1797 if (tmp->env)
1691 if(tmp->env) esrv_update_item(UPD_FLAGS|UPD_NAME, op,tmp); 1798 esrv_update_item (UPD_FLAGS | UPD_NAME, op, tmp);
1692 else op->contr->socket.update_look=1; 1799 else
1800 op->contr->socket->floorbox_update ();
1693 } 1801 }
1802
1694 change_exp(op,exp_gain, skill_ob->skill, 0); 1803 change_exp (op, exp_gain, skill_ob->skill, 0);
1695 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 */
1696 } 1805 }
1697} 1806}
1698 1807
1699/** 1808/**
1700 * Handles the applying of a skill scroll, calling learn_skill straight. 1809 * Handles the applying of a skill scroll, calling learn_skill straight.
1701 * 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
1702 */ 1811 */
1812static void
1703static void apply_skillscroll (object *op, object *tmp) 1813apply_skillscroll (object *op, object *tmp)
1704{ 1814{
1705 switch ((int) learn_skill (op, tmp)) { 1815 switch ((int) learn_skill (op, tmp))
1816 {
1706 case 0: 1817 case 0:
1707 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 ");
1708 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));
1709 return; 1820 return;
1710 1821
1711 case 1: 1822 case 1:
1712 new_draw_info_format(NDI_UNIQUE, 0,op,"You succeed in learning %s", &tmp->skill); 1823 new_draw_info_format (NDI_UNIQUE, 0, op, "You succeed in learning %s", &tmp->skill);
1713 decrease_ob(tmp); 1824 decrease_ob (tmp);
1714 return; 1825 return;
1715 1826
1716 default: 1827 default:
1717 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));
1718 "You fail to learn the knowledge of the %s.\n",query_name(tmp));
1719 decrease_ob(tmp); 1829 decrease_ob (tmp);
1720 return; 1830 return;
1721 } 1831 }
1722} 1832}
1723 1833
1724/** 1834/**
1725 * Actually makes op learn spell. 1835 * Actually makes op learn spell.
1726 * Informs player of what happens. 1836 * Informs player of what happens.
1727 */ 1837 */
1838void
1728void do_learn_spell (object *op, object *spell, int special_prayer) 1839do_learn_spell (object *op, object *spell, int special_prayer)
1729{ 1840{
1730 object *tmp; 1841 object *tmp;
1731 1842
1732 if (op->type != PLAYER) { 1843 if (op->type != PLAYER)
1844 {
1733 LOG (llevError, "BUG: do_learn_spell(): not a player\n"); 1845 LOG (llevError, "BUG: do_learn_spell(): not a player\n");
1734 return; 1846 return;
1735 } 1847 }
1736 1848
1737 /* Upgrade special prayers to normal prayers */ 1849 /* Upgrade special prayers to normal prayers */
1738 if ((tmp=check_spell_known (op, spell->name))!=NULL) { 1850 if ((tmp = check_spell_known (op, spell->name)) != NULL)
1851 {
1739 if (special_prayer && !QUERY_FLAG(tmp, FLAG_STARTEQUIP)) { 1852 if (special_prayer && !QUERY_FLAG (tmp, FLAG_STARTEQUIP))
1853 {
1740 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");
1741 return; 1855 return;
1742 } 1856 }
1743 return; 1857 return;
1744 } 1858 }
1745 1859
1746 play_sound_player_only (op->contr, SOUND_LEARN_SPELL, 0, 0); 1860 play_sound_player_only (op->contr, SOUND_LEARN_SPELL, 0, 0);
1747 tmp = get_object(); 1861 tmp = spell->clone ();
1748 copy_object(spell, tmp);
1749 insert_ob_in_ob(tmp, op); 1862 insert_ob_in_ob (tmp, op);
1750 1863
1751 if (special_prayer) { 1864 if (special_prayer)
1752 SET_FLAG(tmp, FLAG_STARTEQUIP); 1865 SET_FLAG (tmp, FLAG_STARTEQUIP);
1753 }
1754 1866
1755 esrv_add_spells(op->contr, tmp); 1867 esrv_add_spells (op->contr, tmp);
1756} 1868}
1757 1869
1758/** 1870/**
1759 * Erases spell from player's inventory. 1871 * Erases spell from player's inventory.
1760 */ 1872 */
1873void
1761void do_forget_spell (object *op, const char *spell) 1874do_forget_spell (object *op, const char *spell)
1762{ 1875{
1763 object *spob; 1876 object *spob;
1764 1877
1765 if (op->type != PLAYER) { 1878 if (op->type != PLAYER)
1879 {
1766 LOG (llevError, "BUG: do_forget_spell(): not a player\n"); 1880 LOG (llevError, "BUG: do_forget_spell(): not a player\n");
1767 return; 1881 return;
1768 } 1882 }
1769 if ( (spob=check_spell_known (op, spell)) == NULL) { 1883 if ((spob = check_spell_known (op, spell)) == NULL)
1884 {
1770 LOG (llevError, "BUG: do_forget_spell(): spell not known\n"); 1885 LOG (llevError, "BUG: do_forget_spell(): spell not known\n");
1771 return; 1886 return;
1772 }
1773 1887 }
1774 new_draw_info_format (NDI_UNIQUE|NDI_NAVY, 0, op, 1888
1775 "You lose knowledge of %s.", spell); 1889 new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, op, "You lose knowledge of %s.", spell);
1776 player_unready_range_ob(op->contr, spob); 1890 player_unready_range_ob (op->contr, spob);
1777 esrv_remove_spell(op->contr, spob); 1891 esrv_remove_spell (op->contr, spob);
1778 remove_ob(spob); 1892 spob->destroy ();
1779 free_object(spob);
1780} 1893}
1781 1894
1782/** 1895/**
1783 * Handles player applying a spellbook. 1896 * Handles player applying a spellbook.
1784 * 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,
1785 * stuff like that. Random learning failure too. 1898 * stuff like that. Random learning failure too.
1786 */ 1899 */
1900static void
1787static void apply_spellbook (object *op, object *tmp) 1901apply_spellbook (object *op, object *tmp)
1788{ 1902{
1789 object *skop, *spell, *spell_skill; 1903 object *skop, *spell, *spell_skill;
1790 1904
1791 if(QUERY_FLAG(op, FLAG_BLIND)&&!QUERY_FLAG(op,FLAG_WIZ)) { 1905 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1906 {
1792 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.");
1793 return; 1908 return;
1794 } 1909 }
1795 1910
1796 /* artifact_spellbooks have 'slaying' field point to a spell name, 1911 /* artifact_spellbooks have 'slaying' field point to a spell name,
1797 * instead of having their spell stored in stats.sp. These are 1912 * instead of having their spell stored in stats.sp. These are
1798 * legacy spellbooks 1913 * legacy spellbooks
1799 */ 1914 */
1800 1915
1801 if(tmp->slaying != NULL) { 1916 if (tmp->slaying != NULL)
1917 {
1802 spell=arch_to_object(find_archetype_by_object_name(tmp->slaying)); 1918 spell = arch_to_object (find_archetype_by_object_name (tmp->slaying));
1803 if (!spell) { 1919 if (!spell)
1804 new_draw_info_format(NDI_UNIQUE, 0, op, 1920 {
1805 "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);
1806 return; 1922 return;
1807 } 1923 }
1808 else 1924 else
1809 insert_ob_in_ob(spell, tmp); 1925 insert_ob_in_ob (spell, tmp);
1810 tmp->slaying=NULL; 1926 tmp->slaying = NULL;
1811 } 1927 }
1812 1928
1813 skop = find_skill_by_name(op, tmp->skill); 1929 skop = find_skill_by_name (op, tmp->skill);
1814 1930
1815 /* 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
1816 * lower than the spell will make learning the spell more difficult */ 1932 * lower than the spell will make learning the spell more difficult */
1817 if ( !skop) { 1933 if (!skop)
1934 {
1818 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.");
1819 return; 1936 return;
1820 } 1937 }
1821 1938
1822 spell = tmp->inv; 1939 spell = tmp->inv;
1940
1823 if (!spell) { 1941 if (!spell)
1942 {
1824 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);
1825 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.");
1826 return;
1827 }
1828 if (spell->level > (skop->level+10)) {
1829 new_draw_info(NDI_UNIQUE, 0,op,"You are unable to decipher the strange symbols.");
1830 return; 1945 return;
1831 } 1946 }
1832 1947
1833 new_draw_info_format(NDI_UNIQUE, 0, op, 1948 if (skop->level < int (sqrtf (spell->level) * 1.5f))
1834 "The spellbook contains the %s level spell %s.", 1949 {
1835 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 }
1836 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
1837 if (!QUERY_FLAG(tmp, FLAG_IDENTIFIED)) { 1956 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1957 {
1838 identify(tmp); 1958 identify (tmp);
1959
1839 if (tmp->env) 1960 if (tmp->env)
1840 esrv_update_item(UPD_FLAGS|UPD_NAME,op,tmp); 1961 esrv_update_item (UPD_FLAGS | UPD_NAME, op, tmp);
1841 else 1962 else
1842 op->contr->socket.update_look=1; 1963 op->contr->socket->floorbox_update ();
1843 } 1964 }
1844 1965
1845 /* 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
1846 * 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
1847 * 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
1848 * they would have a special prayer mark. 1969 * they would have a special prayer mark.
1849 */ 1970 */
1850 if (check_spell_known (op, spell->name)) { 1971 if (check_spell_known (op, spell->name))
1972 {
1851 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");
1852 return; 1974 return;
1853 } 1975 }
1854 1976
1855 if (spell->skill) { 1977 if (spell->skill)
1978 {
1856 spell_skill = find_skill_by_name(op, spell->skill); 1979 spell_skill = find_skill_by_name (op, spell->skill);
1980
1857 if (!spell_skill) { 1981 if (!spell_skill)
1858 new_draw_info_format(NDI_UNIQUE, 0, op, 1982 {
1859 "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);
1860 &spell->skill);
1861 return; 1984 return;
1862 } 1985 }
1986
1863 if (spell_skill->level < spell->level) { 1987 if (spell_skill->level < spell->level)
1864 new_draw_info_format(NDI_UNIQUE, 0, op, 1988 {
1865 "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);
1866 spell->level, &spell->skill);
1867 return; 1990 return;
1868 } 1991 }
1869 } 1992 }
1870 1993
1871 /* Logic as follows 1994 /* Logic as follows
1872 * 1995 *
1873 * 1- MU spells use Int to learn, Cleric spells use Wisdom 1996 * 1- MU spells use Int to learn, Cleric spells use Wisdom
1874 * 1997 *
1875 * 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
1876 * a spell. 1999 * a spell.
1877 * 2000 *
1878 * 3 -Automatically fail to learn if you read while confused 2001 * 3 -Automatically fail to learn if you read while confused
1879 * 2002 *
1880 * 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
1881 * literacy rate very useful! -b.t. 2004 * literacy rate very useful! -b.t.
1882 */ 2005 */
1883 if(QUERY_FLAG(op,FLAG_CONFUSED)) { 2006 if (QUERY_FLAG (op, FLAG_CONFUSED))
2007 {
1884 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!");
1885 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 }
1886 } else if(QUERY_FLAG(tmp,FLAG_STARTEQUIP) || 2011 else if (QUERY_FLAG (tmp, FLAG_STARTEQUIP) ||
1887 (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])
1888 learn_spell[spell->stats.grace ? op->stats.Wis : op->stats.Int]) { 2013 {
1889 2014
1890 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!");
1891 do_learn_spell (op, spell, 0); 2016 do_learn_spell (op, spell, 0);
1892 2017
1893 /* xp gain to literacy for spell learning */ 2018 /* xp gain to literacy for spell learning */
1894 if ( ! QUERY_FLAG (tmp, FLAG_STARTEQUIP)) 2019 if (!QUERY_FLAG (tmp, FLAG_STARTEQUIP))
1895 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);
1896 } else { 2021 }
2022 else
2023 {
1897 play_sound_player_only(op->contr, SOUND_FUMBLE_SPELL,0,0); 2024 play_sound_player_only (op->contr, SOUND_FUMBLE_SPELL, 0, 0);
1898 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");
1899 } 2026 }
1900 decrease_ob(tmp); 2027 decrease_ob (tmp);
1901} 2028}
1902 2029
1903/** 2030/**
1904 * Handles applying a spell scroll. 2031 * Handles applying a spell scroll.
1905 */ 2032 */
2033void
1906void apply_scroll (object *op, object *tmp, int dir) 2034apply_scroll (object *op, object *tmp, int dir)
1907{ 2035{
1908 object *skop; 2036 object *skop;
1909 2037
1910 if(QUERY_FLAG(op, FLAG_BLIND)&&!QUERY_FLAG(op,FLAG_WIZ)) { 2038 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
2039 {
1911 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.");
1912 return; 2041 return;
1913 } 2042 }
1914 2043
1915 if (!tmp->inv || tmp->inv->type != SPELL) { 2044 if (!tmp->inv || tmp->inv->type != SPELL)
1916 new_draw_info (NDI_UNIQUE, 0, op, 2045 {
1917 "The scroll just doesn't make sense!"); 2046 new_draw_info (NDI_UNIQUE, 0, op, "The scroll just doesn't make sense!");
1918 return; 2047 return;
1919 } 2048 }
1920 2049
1921 if(op->type==PLAYER) { 2050 if (op->type == PLAYER)
2051 {
1922 /* players need a literacy skill to read stuff! */ 2052 /* players need a literacy skill to read stuff! */
1923 int exp_gain=0; 2053 int exp_gain = 0;
1924 2054
1925 /* hard code literacy - tmp->skill points to where the exp 2055 /* hard code literacy - tmp->skill points to where the exp
1926 * should go for anything killed by the spell. 2056 * should go for anything killed by the spell.
1927 */ 2057 */
1928 skop = find_skill_by_name(op, skill_names[SK_LITERACY]); 2058 skop = find_skill_by_name (op, skill_names[SK_LITERACY]);
1929 2059
1930 if ( ! skop) { 2060 if (!skop)
1931 new_draw_info(NDI_UNIQUE, 0,op, 2061 {
1932 "You are unable to decipher the strange symbols."); 2062 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to decipher the strange symbols.");
1933 return; 2063 return;
1934 } 2064 }
1935 2065
1936 if((exp_gain = calc_skill_exp(op,tmp, skop))) 2066 if ((exp_gain = calc_skill_exp (op, tmp, skop)))
1937 change_exp(op,exp_gain, skop->skill, 0); 2067 change_exp (op, exp_gain, skop->skill, 0);
1938 } 2068 }
1939 2069
1940 if (!QUERY_FLAG(tmp, FLAG_IDENTIFIED)) 2070 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1941 identify(tmp); 2071 identify (tmp);
1942 2072
1943 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);
1944 "The scroll of %s turns to dust.", &tmp->inv->name);
1945 2074
1946 2075
1947 cast_spell(op,tmp,dir,tmp->inv, NULL); 2076 cast_spell (op, tmp, dir, tmp->inv, NULL);
1948 decrease_ob(tmp); 2077 decrease_ob (tmp);
1949} 2078}
1950 2079
1951/** 2080/**
1952 * Applies a treasure object - by default, chest. op 2081 * Applies a treasure object - by default, chest. op
1953 * is the person doing the applying, tmp is the treasure 2082 * is the person doing the applying, tmp is the treasure
1954 * chest. 2083 * chest.
1955 */ 2084 */
2085static void
1956static void apply_treasure (object *op, object *tmp) 2086apply_treasure (object *op, object *tmp)
1957{ 2087{
1958 object *treas; 2088 object *treas;
1959 tag_t tmp_tag = tmp->count, op_tag = op->count;
1960 2089
1961 2090
1962 /* 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
1963 * 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
1964 * 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
1965 * 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
1966 * treasure 2095 * treasure
1967 */ 2096 */
1968 2097
1969 treas = tmp->inv; 2098 treas = tmp->inv;
1970 if(treas==NULL) { 2099 if (treas == NULL)
2100 {
1971 new_draw_info(NDI_UNIQUE, 0,op,"The chest was empty."); 2101 new_draw_info (NDI_UNIQUE, 0, op, "The chest was empty.");
1972 decrease_ob(tmp);
1973 return;
1974 }
1975 while (tmp->inv) {
1976 treas = tmp->inv;
1977
1978 remove_ob(treas);
1979 new_draw_info_format(NDI_UNIQUE, 0, op, "You find %s in the chest.",
1980 query_name(treas));
1981
1982 treas->x=op->x;
1983 treas->y=op->y;
1984 treas = insert_ob_in_map (treas, op->map, op,INS_BELOW_ORIGINATOR);
1985
1986 if (treas && (treas->type == RUNE || treas->type == TRAP) && treas->level
1987 && QUERY_FLAG (op, FLAG_ALIVE))
1988 spring_trap (treas, op);
1989 /* If either player or container was destroyed, no need to do
1990 * further processing. I think this should be enclused with
1991 * spring trap above, as I don't think there is otherwise
1992 * any way for the treasure chest or player to get killed
1993 */
1994 if (was_destroyed (op, op_tag) || was_destroyed (tmp, tmp_tag))
1995 break;
1996 }
1997
1998 if ( ! was_destroyed (tmp, tmp_tag) && tmp->inv == NULL)
1999 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);
2000 2130
2001} 2131}
2002 2132
2003/** 2133/**
2004 * op eats food. 2134 * op eats food.
2005 * If player, takes care of messages and dragon special food. 2135 * If player, takes care of messages and dragon special food.
2006 */ 2136 */
2137static void
2007static void apply_food (object *op, object *tmp) 2138apply_food (object *op, object *tmp)
2008{ 2139{
2009 int capacity_remaining; 2140 int capacity_remaining;
2010 2141
2011 if(op->type!=PLAYER) 2142 if (op->type != PLAYER)
2012 op->stats.hp=op->stats.maxhp; 2143 op->stats.hp = op->stats.maxhp;
2013 else { 2144 else
2145 {
2014 /* check if this is a dragon (player), eating some flesh */ 2146 /* check if this is a dragon (player), eating some flesh */
2015 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))
2016 ; 2148 ;
2017 else { 2149 else
2150 {
2018 /* usual case - no dragon meal: */ 2151 /* usual case - no dragon meal: */
2019 if(op->stats.food+tmp->stats.food>999) { 2152 if (op->stats.food + tmp->stats.food > 999)
2153 {
2020 if(tmp->type==FOOD || tmp->type==FLESH) 2154 if (tmp->type == FOOD || tmp->type == FLESH)
2021 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!");
2022 else 2156 else
2023 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!");
2024 } 2158 }
2025 2159
2026 if(!QUERY_FLAG(tmp, FLAG_CURSED)) { 2160 if (!QUERY_FLAG (tmp, FLAG_CURSED))
2161 {
2027 char buf[MAX_BUF]; 2162 char buf[MAX_BUF];
2028 2163
2029 if (!is_dragon_pl(op)) { 2164 if (!is_dragon_pl (op))
2165 {
2030 /* eating message for normal players*/ 2166 /* eating message for normal players */
2031 if(tmp->type==DRINK) 2167 if (tmp->type == DRINK)
2032 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 }
2033 else 2172 else
2034 sprintf(buf,"The %s tasted %s",&tmp->name, 2173 {
2035 tmp->type==FLESH?"terrible!":"good.");
2036 }
2037 else {
2038 /* eating message for dragon players*/ 2174 /* eating message for dragon players */
2039 sprintf(buf,"The %s tasted terrible!",&tmp->name); 2175 sprintf (buf, "The %s tasted terrible!", &tmp->name);
2040 } 2176 }
2041 2177
2042 new_draw_info(NDI_UNIQUE, 0,op,buf); 2178 new_draw_info (NDI_UNIQUE, 0, op, buf);
2043 capacity_remaining = 999 - op->stats.food; 2179 capacity_remaining = 999 - op->stats.food;
2044 op->stats.food+=tmp->stats.food; 2180 op->stats.food += tmp->stats.food;
2045 if(capacity_remaining < tmp->stats.food) 2181 if (capacity_remaining < tmp->stats.food)
2046 op->stats.hp += capacity_remaining / 50; 2182 op->stats.hp += capacity_remaining / 50;
2047 else 2183 else
2048 op->stats.hp+=tmp->stats.food/50; 2184 op->stats.hp += tmp->stats.food / 50;
2049 if(op->stats.hp>op->stats.maxhp) 2185 if (op->stats.hp > op->stats.maxhp)
2050 op->stats.hp=op->stats.maxhp; 2186 op->stats.hp = op->stats.maxhp;
2051 if (op->stats.food > 999) 2187 if (op->stats.food > 999)
2052 op->stats.food = 999; 2188 op->stats.food = 999;
2053 } 2189 }
2054 2190
2055 /* special food hack -b.t. */ 2191 /* special food hack -b.t. */
2056 if(tmp->title || QUERY_FLAG(tmp,FLAG_CURSED)) 2192 if (tmp->title || QUERY_FLAG (tmp, FLAG_CURSED))
2057 eat_special_food(op,tmp); 2193 eat_special_food (op, tmp);
2058 } 2194 }
2059 } 2195 }
2060 handle_apply_yield(tmp); 2196 handle_apply_yield (tmp);
2061 decrease_ob(tmp); 2197 decrease_ob (tmp);
2062} 2198}
2063 2199
2064/** 2200/**
2065 * A dragon is eating some flesh. If the flesh contains resistances, 2201 * A dragon is eating some flesh. If the flesh contains resistances,
2066 * 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.
2069 * object *op the object (dragon player) eating the flesh 2205 * object *op the object (dragon player) eating the flesh
2070 * object *meal the flesh item, getting chewed in dragon's mouth 2206 * object *meal the flesh item, getting chewed in dragon's mouth
2071 * return: 2207 * return:
2072 * int 1 if eating successful, 0 if it doesn't work 2208 * int 1 if eating successful, 0 if it doesn't work
2073 */ 2209 */
2210int
2074int dragon_eat_flesh(object *op, object *meal) { 2211dragon_eat_flesh (object *op, object *meal)
2212{
2075 object *skin = NULL; /* pointer to dragon skin force*/ 2213 object *skin = NULL; /* pointer to dragon skin force */
2076 object *abil = NULL; /* pointer to dragon ability force*/ 2214 object *abil = NULL; /* pointer to dragon ability force */
2077 object *tmp = NULL; /* tmp. object */ 2215 object *tmp = NULL; /* tmp. object */
2078 2216
2079 char buf[MAX_BUF]; /* tmp. string buffer */ 2217 char buf[MAX_BUF]; /* tmp. string buffer */
2080 double chance; /* improvement-chance of one resistance type */ 2218 double chance; /* improvement-chance of one resistance type */
2081 double totalchance=1; /* total chance of gaining one resistance */ 2219 double totalchance = 1; /* total chance of gaining one resistance */
2082 double bonus=0; /* level bonus (improvement is easier at lowlevel) */ 2220 double bonus = 0; /* level bonus (improvement is easier at lowlevel) */
2083 double mbonus=0; /* monster bonus */ 2221 double mbonus = 0; /* monster bonus */
2084 int atnr_winner[NROFATTACKS]; /* winning candidates for resistance improvement */ 2222 int atnr_winner[NROFATTACKS]; /* winning candidates for resistance improvement */
2085 int winners=0; /* number of winners */ 2223 int winners = 0; /* number of winners */
2086 int i; /* index */ 2224 int i; /* index */
2087 2225
2088 /* let's make sure and doublecheck the parameters */ 2226 /* let's make sure and doublecheck the parameters */
2089 if (meal->type!=FLESH || !is_dragon_pl(op)) 2227 if (meal->type != FLESH || !is_dragon_pl (op))
2090 return 0; 2228 return 0;
2091 2229
2092 /* now grab the 'dragon_skin'- and 'dragon_ability'-forces 2230 /* now grab the 'dragon_skin'- and 'dragon_ability'-forces
2093 from the player's inventory */ 2231 from the player's inventory */
2094 for (tmp=op->inv; tmp!=NULL; tmp=tmp->below) { 2232 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2233 {
2095 if (tmp->type == FORCE) { 2234 if (tmp->type == FORCE)
2235 {
2096 if (strcmp(tmp->arch->name, "dragon_skin_force")==0) 2236 if (strcmp (tmp->arch->name, "dragon_skin_force") == 0)
2097 skin = tmp; 2237 skin = tmp;
2098 else if (strcmp(tmp->arch->name, "dragon_ability_force")==0) 2238 else if (strcmp (tmp->arch->name, "dragon_ability_force") == 0)
2099 abil = tmp; 2239 abil = tmp;
2100 } 2240 }
2101 } 2241 }
2102 2242
2103 /* 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
2104 which is not to be considered a dragon -> bail out */ 2244 which is not to be considered a dragon -> bail out */
2105 if (skin == NULL || abil == NULL) return 0; 2245 if (skin == NULL || abil == NULL)
2106 2246 return 0;
2247
2107 /* now start by filling stomache and health, according to food-value */ 2248 /* now start by filling stomache and health, according to food-value */
2108 if((999 - op->stats.food) < meal->stats.food) 2249 if ((999 - op->stats.food) < meal->stats.food)
2109 op->stats.hp += (999 - op->stats.food) / 50; 2250 op->stats.hp += (999 - op->stats.food) / 50;
2110 else 2251 else
2111 op->stats.hp += meal->stats.food/50; 2252 op->stats.hp += meal->stats.food / 50;
2112 if(op->stats.hp>op->stats.maxhp) 2253 if (op->stats.hp > op->stats.maxhp)
2113 op->stats.hp=op->stats.maxhp; 2254 op->stats.hp = op->stats.maxhp;
2114 2255
2115 op->stats.food = MIN(999, op->stats.food + meal->stats.food); 2256 op->stats.food = MIN (999, op->stats.food + meal->stats.food);
2116 2257
2117 /*LOG(llevDebug, "-> player: %d, flesh: %d\n", op->level, meal->level);*/ 2258 /*LOG(llevDebug, "-> player: %d, flesh: %d\n", op->level, meal->level); */
2118 2259
2119 /* on to the interesting part: chances for adding resistance */ 2260 /* on to the interesting part: chances for adding resistance */
2120 for (i=0; i<NROFATTACKS; i++) { 2261 for (i = 0; i < NROFATTACKS; i++)
2262 {
2121 if (meal->resist[i] > 0 && atnr_is_dragon_enabled(i)) { 2263 if (meal->resist[i] > 0 && atnr_is_dragon_enabled (i))
2264 {
2122 /* got positive resistance, now calculate improvement chance (0-100) */ 2265 /* got positive resistance, now calculate improvement chance (0-100) */
2123 2266
2124 /* this bonus makes resistance increase easier at lower levels */ 2267 /* this bonus makes resistance increase easier at lower levels */
2125 bonus = (settings.max_level - op->level) * 30. / ((double)settings.max_level); 2268 bonus = (settings.max_level - op->level) * 30. / ((double) settings.max_level);
2126 if (i == abil->stats.exp) 2269 if (i == abil->stats.exp)
2127 bonus += 5; /* additional bonus for resistance of ability-focus */ 2270 bonus += 5; /* additional bonus for resistance of ability-focus */
2128 2271
2129 /* monster bonus increases with level, because high-level 2272 /* monster bonus increases with level, because high-level
2130 flesh is too rare */ 2273 flesh is too rare */
2131 mbonus = op->level * 20. / ((double)settings.max_level); 2274 mbonus = op->level * 20. / ((double) settings.max_level);
2132 2275
2133 chance = (((double)MIN(op->level+bonus, meal->level+bonus+mbonus))*100. / 2276 chance = (((double) MIN (op->level + bonus, meal->level + bonus + mbonus)) * 100. /
2134 ((double)settings.max_level)) - skin->resist[i]; 2277 ((double) settings.max_level)) - skin->resist[i];
2135 2278
2136 if (chance >= 0.) 2279 if (chance >= 0.)
2137 chance += 1.; 2280 chance += 1.;
2138 else 2281 else
2139 chance = (chance < -12) ? 0. : 1./pow(2., -chance); 2282 chance = (chance < -12) ? 0. : 1. / pow (2., -chance);
2140 2283
2141 /* chance is proportional to amount of resistance (max. 50) */ 2284 /* chance is proportional to amount of resistance (max. 50) */
2142 chance *= ((double)(MIN(meal->resist[i], 50)))/50.; 2285 chance *= ((double) (MIN (meal->resist[i], 50))) / 50.;
2143 2286
2144 /* doubled chance for resistance of ability-focus */ 2287 /* doubled chance for resistance of ability-focus */
2145 if (i == abil->stats.exp) 2288 if (i == abil->stats.exp)
2146 chance = MIN(100., chance*2.); 2289 chance = MIN (100., chance * 2.);
2147 2290
2148 /* 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!) */
2149 if (RANDOM()%10000 < (int)(chance*100)) { 2292 if (RANDOM () % 10000 < (int) (chance * 100))
2293 {
2150 atnr_winner[winners] = i; 2294 atnr_winner[winners] = i;
2151 winners++; 2295 winners++;
2152 } 2296 }
2153 2297
2154 if (chance >= 0.01 ) totalchance *= 1 - chance/100; 2298 if (chance >= 0.01)
2155 2299 totalchance *= 1 - chance / 100;
2300
2156 /*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); */
2157 } 2302 }
2158 } 2303 }
2159 2304
2160 /* inverse totalchance as until now we have the failure-chance */ 2305 /* inverse totalchance as until now we have the failure-chance */
2161 totalchance = 100 - totalchance*100; 2306 totalchance = 100 - totalchance * 100;
2162 /* print message according to totalchance */ 2307 /* print message according to totalchance */
2163 if (totalchance > 50.) 2308 if (totalchance > 50.)
2164 sprintf(buf, "Hmm! The %s tasted delicious!", &meal->name); 2309 sprintf (buf, "Hmm! The %s tasted delicious!", &meal->name);
2165 else if (totalchance > 10.) 2310 else if (totalchance > 10.)
2166 sprintf(buf, "The %s tasted very good.", &meal->name); 2311 sprintf (buf, "The %s tasted very good.", &meal->name);
2167 else if (totalchance > 1.) 2312 else if (totalchance > 1.)
2168 sprintf(buf, "The %s tasted good.", &meal->name); 2313 sprintf (buf, "The %s tasted good.", &meal->name);
2169 else if (totalchance > 0.1) 2314 else if (totalchance > 0.1)
2170 sprintf(buf, "The %s tasted bland.", &meal->name); 2315 sprintf (buf, "The %s tasted bland.", &meal->name);
2171 else if (totalchance >= 0.01) 2316 else if (totalchance >= 0.01)
2172 sprintf(buf, "The %s had a boring taste.", &meal->name); 2317 sprintf (buf, "The %s had a boring taste.", &meal->name);
2173 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))
2174 sprintf(buf, "The %s tasted strange.", &meal->name); 2319 sprintf (buf, "The %s tasted strange.", &meal->name);
2175 else 2320 else
2176 sprintf(buf, "The %s had no taste.", &meal->name); 2321 sprintf (buf, "The %s had no taste.", &meal->name);
2177 new_draw_info(NDI_UNIQUE, 0, op, buf); 2322 new_draw_info (NDI_UNIQUE, 0, op, buf);
2178 2323
2179 /* now choose a winner if we have any */ 2324 /* now choose a winner if we have any */
2180 i = -1; 2325 i = -1;
2181 if (winners>0) 2326 if (winners > 0)
2182 i = atnr_winner[RANDOM()%winners]; 2327 i = atnr_winner[RANDOM () % winners];
2183 2328
2184 if (i >= 0 && i < NROFATTACKS && skin->resist[i] < 95) { 2329 if (i >= 0 && i < NROFATTACKS && skin->resist[i] < 95)
2330 {
2185 /* resistance increased! */ 2331 /* resistance increased! */
2186 skin->resist[i]++; 2332 skin->resist[i]++;
2187 fix_player(op); 2333 fix_player (op);
2188 2334
2189 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]);
2190 new_draw_info(NDI_UNIQUE|NDI_RED, 0, op, buf); 2336 new_draw_info (NDI_UNIQUE | NDI_RED, 0, op, buf);
2191 } 2337 }
2192 2338
2193 /* if this flesh contains a new ability focus, we mark it 2339 /* if this flesh contains a new ability focus, we mark it
2194 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 */
2195 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)
2196 && meal->last_eat != abil->last_eat) { 2342 {
2197 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> */
2198 2344
2199 if (meal->last_eat != abil->stats.exp) { 2345 if (meal->last_eat != abil->stats.exp)
2346 {
2200 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]);
2201 change_resist_msg[meal->last_eat]);
2202 new_draw_info(NDI_UNIQUE, 0, op, buf); 2348 new_draw_info (NDI_UNIQUE, 0, op, buf);
2203 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);
2204 new_draw_info(NDI_UNIQUE, 0, op, buf); 2350 new_draw_info (NDI_UNIQUE, 0, op, buf);
2205 } 2351 }
2206 else { 2352 else
2353 {
2207 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]);
2208 change_resist_msg[meal->last_eat]);
2209 new_draw_info(NDI_UNIQUE, 0, op, buf); 2355 new_draw_info (NDI_UNIQUE, 0, op, buf);
2210 abil->last_eat = 0; 2356 abil->last_eat = 0;
2211 } 2357 }
2212 } 2358 }
2213 return 1; 2359 return 1;
2214} 2360}
2215 2361
2362static void
2216static void apply_savebed (object *pl) 2363apply_savebed (object *pl)
2217{ 2364{
2218#ifndef COZY_SERVER 2365#ifndef COZY_SERVER
2219 if(!pl->contr->name_changed||!pl->stats.exp) { 2366 if (!pl->contr->name_changed || !pl->stats.exp)
2367 {
2220 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.");
2221 return; 2369 return;
2222 } 2370 }
2223#endif 2371#endif
2224 INVOKE_PLAYER (LOGOUT, pl->contr); 2372 INVOKE_PLAYER (LOGOUT, pl->contr);
2225 /* 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 */
2226 terminate_all_pets(pl); 2374 terminate_all_pets (pl);
2227 remove_ob(pl); 2375 pl->remove ();
2228 pl->direction=0; 2376 pl->direction = 0;
2229 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);
2230 "%s leaves the game.", &pl->name); 2378
2231
2232 /* update respawn position */ 2379 /* update respawn position */
2233 strcpy(pl->contr->savebed_map, pl->map->path); 2380 strcpy (pl->contr->savebed_map, pl->map->path);
2234 pl->contr->bed_x = pl->x; 2381 pl->contr->bed_x = pl->x;
2235 pl->contr->bed_y = pl->y; 2382 pl->contr->bed_y = pl->y;
2236 2383
2237 strcpy(pl->contr->killer,"left"); 2384 strcpy (pl->contr->killer, "left");
2238 check_score(pl); /* Always check score */ 2385 check_score (pl); /* Always check score */
2239 (void)save_player(pl,0); 2386 (void) save_player (pl, 0);
2240 pl->map->players--; 2387 pl->map->players--;
2241#if MAP_MAXTIMEOUT 2388#if MAP_MAXTIMEOUT
2242 MAP_SWAP_TIME(pl->map) = MAP_TIMEOUT(pl->map); 2389 MAP_SWAP_TIME (pl->map) = MAP_TIMEOUT (pl->map);
2243#endif 2390#endif
2244 play_again(pl); 2391 play_again (pl);
2245 pl->speed = 0; 2392 pl->speed = 0;
2246 update_ob_speed(pl); 2393 update_ob_speed (pl);
2247} 2394}
2248 2395
2249/** 2396/**
2250 * Handles applying an improve armor scroll. 2397 * Handles applying an improve armor scroll.
2251 * Does some sanity checks, then calls improve_armour. 2398 * Does some sanity checks, then calls improve_armour.
2252 */ 2399 */
2400static void
2253static void apply_armour_improver (object *op, object *tmp) 2401apply_armour_improver (object *op, object *tmp)
2254{ 2402{
2255 object *armor; 2403 object *armor;
2256 2404
2257 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 {
2258 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.");
2259 return;
2260 }
2261 armor=find_marked_object(op);
2262 if ( ! armor) {
2263 new_draw_info(NDI_UNIQUE, 0, op, "You need to mark an armor object.");
2264 return; 2408 return;
2265 } 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 }
2266 if (armor->type != ARMOUR 2416 if (armor->type != ARMOUR
2267 && armor->type != CLOAK 2417 && armor->type != CLOAK
2268 && armor->type != BOOTS && armor->type != GLOVES 2418 && armor->type != BOOTS && armor->type != GLOVES && armor->type != BRACERS && armor->type != SHIELD && armor->type != HELMET)
2269 && armor->type != BRACERS && armor->type != SHIELD
2270 && armor->type != HELMET)
2271 { 2419 {
2272 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");
2273 return; 2421 return;
2274 } 2422 }
2275 2423
2276 new_draw_info(NDI_UNIQUE, 0,op,"Applying armour enchantment."); 2424 new_draw_info (NDI_UNIQUE, 0, op, "Applying armour enchantment.");
2277 improve_armour(op,tmp,armor); 2425 improve_armour (op, tmp, armor);
2278} 2426}
2279 2427
2280 2428
2429extern void
2281extern void apply_poison (object *op, object *tmp) 2430apply_poison (object *op, object *tmp)
2282{ 2431{
2283 if (op->type == PLAYER) { 2432 if (op->type == PLAYER)
2433 {
2284 play_sound_player_only(op->contr, SOUND_DRINK_POISON,0,0); 2434 play_sound_player_only (op->contr, SOUND_DRINK_POISON, 0, 0);
2285 new_draw_info(NDI_UNIQUE, 0,op,"Yech! That tasted poisonous!"); 2435 new_draw_info (NDI_UNIQUE, 0, op, "Yech! That tasted poisonous!");
2286 strcpy(op->contr->killer,"poisonous booze"); 2436 strcpy (op->contr->killer, "poisonous booze");
2287 } 2437 }
2288 if (tmp->stats.hp > 0) { 2438 if (tmp->stats.hp > 0)
2439 {
2289 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);
2290 tmp->stats.hp);
2291 hit_player(op, tmp->stats.hp, tmp, AT_POISON, 1); 2441 hit_player (op, tmp->stats.hp, tmp, AT_POISON, 1);
2292 } 2442 }
2293 op->stats.food-=op->stats.food/4; 2443 op->stats.food -= op->stats.food / 4;
2294 handle_apply_yield(tmp); 2444 handle_apply_yield (tmp);
2295 decrease_ob(tmp); 2445 decrease_ob (tmp);
2296} 2446}
2297 2447
2298/** 2448/**
2299 * 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.
2300 * A valid 2 way exit means: 2450 * A valid 2 way exit means:
2305 * 2455 *
2306 * 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
2307 * 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
2308 * 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).
2309 */ 2459 */
2460int
2310int is_legal_2ways_exit (object* op, object *exit) 2461is_legal_2ways_exit (object *op, object *exit)
2311 { 2462{
2312 object * tmp; 2463 object *tmp;
2313 object * exit_owner; 2464 object *exit_owner;
2314 player * pp; 2465 player *pp;
2315 mapstruct * exitmap; 2466 maptile *exitmap;
2316 if (exit->stats.exp!=1) return 1; /*This is not a 2 way, so it is legal*/ 2467
2317 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 */
2318 /* To know if an exit has a correspondant, we look at 2472 /* To know if an exit has a correspondant, we look at
2319 * 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
2320 * the current exit's position */ 2474 * the current exit's position */
2321 if (!strncmp(EXIT_PATH (exit), settings.localdir, strlen(settings.localdir))) 2475 if (!strncmp (EXIT_PATH (exit), settings.localdir, strlen (settings.localdir)))
2322 exitmap = ready_map_name(EXIT_PATH (exit), MAP_PLAYER_UNIQUE); 2476 exitmap = ready_map_name (EXIT_PATH (exit), MAP_PLAYER_UNIQUE);
2477 else
2323 else exitmap = ready_map_name(EXIT_PATH (exit), 0); 2478 exitmap = ready_map_name (EXIT_PATH (exit), 0);
2324 if (exitmap) 2479 if (exitmap)
2325 { 2480 {
2326 tmp=get_map_ob (exitmap,EXIT_X(exit),EXIT_Y(exit)); 2481 tmp = get_map_ob (exitmap, EXIT_X (exit), EXIT_Y (exit));
2327 if (!tmp) return 0; 2482 if (!tmp)
2483 return 0;
2328 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)
2329 { 2485 {
2330 if (tmp->type!=EXIT) continue; /*Not an exit*/ 2486 if (tmp->type != EXIT)
2331 if (!EXIT_PATH (tmp)) continue; /*Not a valid exit*/ 2487 continue; /*Not an exit */
2332 if ( (EXIT_X(tmp)!=exit->x) || (EXIT_Y(tmp)!=exit->y)) continue; /*Not in the same place*/ 2488 if (!EXIT_PATH (tmp))
2333 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 */
2334 2494
2335 /* 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
2336 * 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
2337 * town portals to prevent strangers from visiting your appartments 2497 * town portals to prevent strangers from visiting your appartments
2338 */ 2498 */
2499 if (!exit->race)
2339 if (!exit->race) return 1; /*No owner, free for all!*/ 2500 return 1; /*No owner, free for all! */
2340 exit_owner=NULL; 2501 exit_owner = NULL;
2341 for (pp=first_player;pp;pp=pp->next) 2502 for (pp = first_player; pp; pp = pp->next)
2342 { 2503 {
2343 if (!pp->ob) continue; 2504 if (!pp->ob)
2505 continue;
2344 if (pp->ob->name!=exit->race) continue; 2506 if (pp->ob->name != exit->race)
2507 continue;
2345 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 */
2346 break; 2509 break;
2347 } 2510 }
2348 if (!exit_owner) return 0; /* No more owner*/ 2511 if (!exit_owner)
2349 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 */
2350 if ( exit_owner && /*There is a owner*/ 2515 if (exit_owner && /*There is a owner */
2351 (op->contr) && /*A player tries to pass */ 2516 (op->contr) && /*A player tries to pass */
2352 ( (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 */
2353 (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 */
2354 return 0; 2519 return 0;
2355 return 1; 2520 return 1;
2356 } 2521 }
2357 } 2522 }
2358 return 0; 2523 return 0;
2359 } 2524}
2360 2525
2361 2526
2362/** 2527/**
2363 * Main apply handler. 2528 * Main apply handler.
2364 * 2529 *
2374 * 2539 *
2375 * aflag is special (always apply/unapply) flags. Nothing is done with 2540 * aflag is special (always apply/unapply) flags. Nothing is done with
2376 * them in this function - they are passed to apply_special 2541 * them in this function - they are passed to apply_special
2377 */ 2542 */
2378 2543
2544int
2379int manual_apply (object *op, object *tmp, int aflag) 2545manual_apply (object *op, object *tmp, int aflag)
2380{ 2546{
2381 if (tmp->head) tmp=tmp->head; 2547 if (tmp->head)
2548 tmp = tmp->head;
2382 2549
2383 if (QUERY_FLAG (tmp, FLAG_UNPAID) && ! QUERY_FLAG (tmp, FLAG_APPLIED)) { 2550 if (QUERY_FLAG (tmp, FLAG_UNPAID) && !QUERY_FLAG (tmp, FLAG_APPLIED))
2551 {
2384 if (op->type == PLAYER) { 2552 if (op->type == PLAYER)
2553 {
2385 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);
2386 return 1; 2614 return 1;
2387 } else {
2388 return 0; /* monsters just skip unpaid items */
2389 } 2615 }
2390 } 2616 else
2617 {
2618 return 0;
2619 }
2391 2620
2392 if (INVOKE_OBJECT (APPLY, tmp, ARG_OBJECT (op))) 2621 case SKILLSCROLL:
2393 return RESULT_INT (0); 2622 if (op->type == PLAYER)
2394 2623 {
2395 switch (tmp->type) { 2624 apply_skillscroll (op, tmp);
2396
2397 case CF_HANDLE:
2398 new_draw_info(NDI_UNIQUE, 0,op,"You turn the handle.");
2399 play_sound_map(op->map, op->x, op->y, SOUND_TURN_HANDLE);
2400 tmp->value=tmp->value?0:1;
2401 SET_ANIMATION(tmp, tmp->value);
2402 update_object(tmp,UP_OBJ_FACE);
2403 push_button(tmp);
2404 return 1; 2625 return 1;
2405
2406 case TRIGGER:
2407 if (check_trigger (tmp, op)) {
2408 new_draw_info (NDI_UNIQUE, 0, op, "You turn the handle.");
2409 play_sound_map (tmp->map, tmp->x, tmp->y, SOUND_TURN_HANDLE);
2410 } else {
2411 new_draw_info (NDI_UNIQUE, 0, op, "The handle doesn't move.");
2412 } 2626 }
2627 return 0;
2628
2629 case SPELLBOOK:
2630 if (op->type == PLAYER)
2631 {
2632 apply_spellbook (op, tmp);
2413 return 1; 2633 return 1;
2414
2415 case EXIT:
2416 if (op->type != PLAYER)
2417 return 0;
2418 if( ! EXIT_PATH (tmp) || !is_legal_2ways_exit(op,tmp)) {
2419 new_draw_info_format(NDI_UNIQUE, 0, op, "The %s is closed.",
2420 query_name(tmp));
2421 } else {
2422 /* Don't display messages for random maps. */
2423 if (tmp->msg && strncmp(EXIT_PATH(tmp),"/!",2) &&
2424 strncmp(EXIT_PATH(tmp), "/random/", 8))
2425 new_draw_info (NDI_NAVY, 0, op, tmp->msg);
2426 enter_exit(op,tmp);
2427 } 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);
2428 return 1; 2664 return 1;
2665 }
2666 else
2667 {
2668 return 0;
2669 }
2429 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:
2430 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:
2431 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);
2432 return 1; 2709 return 1;
2433
2434 case BOOK:
2435 if (op->type == PLAYER) {
2436 apply_book (op, tmp);
2437 return 1;
2438 } else {
2439 return 0;
2440 } 2710 }
2441 2711 else
2442 case SKILLSCROLL:
2443 if (op->type == PLAYER) {
2444 apply_skillscroll (op, tmp);
2445 return 1;
2446 } 2712 {
2447 return 0; 2713 return 0;
2448
2449 case SPELLBOOK:
2450 if (op->type == PLAYER) {
2451 apply_spellbook (op, tmp);
2452 return 1;
2453 } 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 {
2454 return 0; 2724 return 0;
2725 }
2455 2726
2727 case WEAPON_IMPROVER:
2728 (void) check_improve_weapon (op, tmp);
2729 return 1;
2730
2456 case SCROLL: 2731 case CLOCK:
2457 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);
2458 return 1; 2743 return 1;
2744 }
2745 else
2746 {
2747 return 0;
2748 }
2459 2749
2460 case POTION: 2750 case MENU:
2461 (void) apply_potion(op, tmp); 2751 if (op->type == PLAYER)
2752 {
2753 shop_listing (op);
2462 return 1; 2754 return 1;
2755 }
2756 else
2757 {
2758 return 0;
2759 }
2463 2760
2464 /* Eneq(@csd.uu.se): Handle apply on containers. */ 2761 case POWER_CRYSTAL:
2465 case CLOSE_CON: 2762 apply_power_crystal (op, tmp); /* see egoitem.c */
2763 return 1;
2764
2765 case LIGHTER: /* for lighting torches/lanterns/etc */
2466 if (op->type==PLAYER) 2766 if (op->type == PLAYER)
2467 (void) esrv_apply_container (op, tmp->env); 2767 {
2468 else 2768 apply_lighter (op, tmp);
2469 (void) apply_container (op, tmp->env);
2470 return 1; 2769 return 1;
2471
2472 case CONTAINER:
2473 if (op->type==PLAYER)
2474 (void) esrv_apply_container (op, tmp);
2475 else
2476 (void) apply_container (op, tmp);
2477 return 1;
2478
2479 case TREASURE:
2480 if (op->type == PLAYER) {
2481 apply_treasure (op, tmp);
2482 return 1;
2483 } else {
2484 return 0;
2485 } 2770 }
2486
2487 case WEAPON:
2488 case ARMOUR:
2489 case BOOTS:
2490 case GLOVES:
2491 case AMULET:
2492 case GIRDLE:
2493 case BRACERS:
2494 case SHIELD:
2495 case HELMET:
2496 case RING:
2497 case CLOAK:
2498 case WAND:
2499 case ROD:
2500 case HORN:
2501 case SKILL:
2502 case BOW:
2503 case LAMP:
2504 case BUILDER:
2505 case SKILL_TOOL:
2506 if (tmp->env != op)
2507 return 2; /* not in inventory */
2508 (void) apply_special (op, tmp, aflag);
2509 return 1;
2510
2511 case DRINK:
2512 case FOOD:
2513 case FLESH:
2514 apply_food (op, tmp);
2515 return 1;
2516
2517 case POISON:
2518 apply_poison (op, tmp);
2519 return 1;
2520
2521 case SAVEBED:
2522 if (op->type == PLAYER) {
2523 apply_savebed (op);
2524 return 1;
2525 } else { 2771 else
2526 return 0;
2527 } 2772 {
2528
2529 case ARMOUR_IMPROVER:
2530 if (op->type == PLAYER) {
2531 apply_armour_improver (op, tmp);
2532 return 1;
2533 } else {
2534 return 0;
2535 }
2536
2537 case WEAPON_IMPROVER:
2538 (void) check_improve_weapon(op, tmp);
2539 return 1;
2540
2541 case CLOCK:
2542 if (op->type == PLAYER) {
2543 char buf[MAX_BUF];
2544 timeofday_t tod;
2545
2546 get_tod(&tod);
2547 sprintf(buf, "It is %d minute%s past %d o'clock %s",
2548 tod.minute+1, ((tod.minute+1 < 2) ? "" : "s"),
2549 ((tod.hour % 14 == 0) ? 14 : ((tod.hour)%14)),
2550 ((tod.hour >= 14) ? "pm" : "am"));
2551 play_sound_player_only(op->contr, SOUND_CLOCK,0,0);
2552 new_draw_info(NDI_UNIQUE, 0,op, buf);
2553 return 1;
2554 } else {
2555 return 0;
2556 }
2557
2558 case MENU:
2559 if (op->type == PLAYER) {
2560 shop_listing (op);
2561 return 1;
2562 } else {
2563 return 0;
2564 }
2565
2566 case POWER_CRYSTAL:
2567 apply_power_crystal(op,tmp); /* see egoitem.c */
2568 return 1;
2569
2570 case LIGHTER: /* for lighting torches/lanterns/etc */
2571 if (op->type == PLAYER) {
2572 apply_lighter(op,tmp);
2573 return 1;
2574 } else {
2575 return 0;
2576 }
2577
2578 case ITEM_TRANSFORMER:
2579 apply_item_transformer( op, tmp );
2580 return 1;
2581
2582 default:
2583 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;
2584 } 2782 }
2585} 2783}
2586 2784
2587 2785
2588/* 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"
2589 * 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
2590 * "but you are floating high above the ground" messages. 2788 * "but you are floating high above the ground" messages.
2591 * 2789 *
2592 * Same return value as apply() function. 2790 * Same return value as apply() function.
2593 */ 2791 */
2792int
2594int player_apply (object *pl, object *op, int aflag, int quiet) 2793player_apply (object *pl, object *op, int aflag, int quiet)
2595{ 2794{
2596 int tmp; 2795 int tmp;
2597 2796
2598 if (op->env == NULL && (pl->move_type & MOVE_FLYING)) { 2797 if (op->env == NULL && (pl->move_type & MOVE_FLYING))
2798 {
2599 /* player is flying and applying object not in inventory */ 2799 /* player is flying and applying object not in inventory */
2600 if ( ! QUERY_FLAG (pl, FLAG_WIZ) && !(op->move_type & MOVE_FLYING)) { 2800 if (!QUERY_FLAG (pl, FLAG_WIZ) && !(op->move_type & MOVE_FLYING))
2801 {
2601 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!");
2602 "above the ground!");
2603 return 0; 2803 return 0;
2604 } 2804 }
2605 } 2805 }
2606 2806
2607 /* 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
2608 * applied. 2808 * applied.
2609 */ 2809 */
2610 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))
2611 { 2811 {
2612 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);
2613 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!");
2614 "of smoke!");
2615 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.");
2616 remove_ob (op); 2815 op->destroy ();
2617 free_object (op);
2618 return 1; 2816 return 1;
2619 } 2817 }
2620 2818
2621 pl->contr->last_used = op; 2819 pl->contr->last_used = op;
2622 pl->contr->last_used_id = op->count;
2623 2820
2624 tmp = manual_apply (pl, op, aflag); 2821 tmp = manual_apply (pl, op, aflag);
2625 if ( ! quiet) { 2822 if (!quiet)
2823 {
2626 if (tmp == 0) 2824 if (tmp == 0)
2627 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));
2628 "I don't know how to apply the %s.",
2629 query_name (op));
2630 else if (tmp == 2) 2826 else if (tmp == 2)
2631 new_draw_info_format (NDI_UNIQUE, 0, pl, 2827 new_draw_info_format (NDI_UNIQUE, 0, pl, "You must get it first!\n");
2632 "You must get it first!\n");
2633 } 2828 }
2634 return tmp; 2829 return tmp;
2635} 2830}
2636 2831
2637/** 2832/**
2638 * player_apply_below attempts to apply the object 'below' the player. 2833 * player_apply_below attempts to apply the object 'below' the player.
2639 * 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
2640 * we use the ground. 2835 * we use the ground.
2641 */ 2836 */
2642 2837
2838void
2643void player_apply_below (object *pl) 2839player_apply_below (object *pl)
2644{ 2840{
2645 object *tmp, *next; 2841 object *tmp, *next;
2646 int floors; 2842 int floors;
2647 2843
2648 /* 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
2649 * item in the container. Otherwise, use the map. 2845 * item in the container. Otherwise, use the map.
2650 */ 2846 */
2651 tmp = (pl->container != NULL) ? pl->container->inv : pl->below; 2847 tmp = (pl->container != NULL) ? pl->container->inv : pl->below;
2652 2848
2653 /* 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
2654 * 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
2655 * 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
2656 * 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
2657 * not return a proper value. 2853 * not return a proper value.
2658 */ 2854 */
2659 for (floors = 0; tmp!=NULL; tmp=next) { 2855 for (floors = 0; tmp != NULL; tmp = next)
2856 {
2660 next = tmp->below; 2857 next = tmp->below;
2661 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 2858 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
2662 floors++; 2859 floors++;
2663 else if (floors > 0) 2860 else if (floors > 0)
2664 return; /* process only floor objects after first floor object */ 2861 return; /* process only floor objects after first floor object */
2665 2862
2666 /* 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
2667 * person moving on it, also activate. Added code to make it 2864 * person moving on it, also activate. Added code to make it
2668 * 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
2669 * the item needs. 2866 * the item needs.
2670 */ 2867 */
2671 if ( ! tmp->invisible || (tmp->move_on & pl->move_type)) { 2868 if (!tmp->invisible || (tmp->move_on & pl->move_type))
2869 {
2672 if (player_apply (pl, tmp, 0, 1) == 1) 2870 if (player_apply (pl, tmp, 0, 1) == 1)
2673 return; 2871 return;
2674 } 2872 }
2675 if (floors >= 2) 2873 if (floors >= 2)
2676 return; /* process at most two floor objects */ 2874 return; /* process at most two floor objects */
2677 } 2875 }
2678} 2876}
2679 2877
2680/** 2878/**
2681 * Unapplies specified item. 2879 * Unapplies specified item.
2682 * No check done on cursed/damned. 2880 * No check done on cursed/damned.
2683 * Break this out of apply_special - this is just done 2881 * Break this out of apply_special - this is just done
2684 * 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.
2685 */ 2883 */
2884static int
2686static int unapply_special (object *who, object *op, int aflags) 2885unapply_special (object *who, object *op, int aflags)
2687{ 2886{
2688 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)))
2689 || INVOKE_OBJECT (UNREADY, who, ARG_OBJECT (op), ARG_INT (aflags)))
2690 return RESULT_INT (0); 2888 return RESULT_INT (0);
2691 2889
2692 object *tmp2; 2890 object *tmp2;
2693 2891
2694 CLEAR_FLAG(op, FLAG_APPLIED); 2892 CLEAR_FLAG (op, FLAG_APPLIED);
2695 switch(op->type) { 2893 switch (op->type)
2894 {
2696 case WEAPON: 2895 case WEAPON:
2697 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));
2698 2897
2699 (void) change_abil (who,op); 2898 (void) change_abil (who, op);
2700 if(QUERY_FLAG(who,FLAG_READY_WEAPON)) 2899 if (QUERY_FLAG (who, FLAG_READY_WEAPON))
2701 CLEAR_FLAG(who,FLAG_READY_WEAPON); 2900 CLEAR_FLAG (who, FLAG_READY_WEAPON);
2702 clear_skill(who); 2901 clear_skill (who);
2703 break; 2902 break;
2704 2903
2705 case SKILL: /* allows objects to impart skills */ 2904 case SKILL: /* allows objects to impart skills */
2706 case SKILL_TOOL: 2905 case SKILL_TOOL:
2707 if (op != who->chosen_skill) { 2906 if (op != who->chosen_skill)
2907 {
2708 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;
2709 } 3016 }
2710 if (who->type==PLAYER) {
2711 if (who->contr->shoottype == range_skill)
2712 who->contr->shoottype = range_none;
2713 if ( ! op->invisible) {
2714 new_draw_info_format (NDI_UNIQUE, 0, who,
2715 "You stop using the %s.", query_name(op));
2716 } else {
2717 new_draw_info_format (NDI_UNIQUE, 0, who,
2718 "You can no longer use the skill: %s.",
2719 &op->skill);
2720 }
2721 }
2722 (void) change_abil (who, op);
2723 who->chosen_skill = NULL;
2724 CLEAR_FLAG (who, FLAG_READY_SKILL);
2725 break;
2726 3017
2727 case ARMOUR:
2728 case HELMET:
2729 case SHIELD:
2730 case RING:
2731 case BOOTS:
2732 case GLOVES:
2733 case AMULET:
2734 case GIRDLE:
2735 case BRACERS:
2736 case CLOAK:
2737 new_draw_info_format(NDI_UNIQUE, 0, who, "You unwear %s.",query_name(op));
2738 (void) change_abil (who,op);
2739 break;
2740 case LAMP:
2741 new_draw_info_format(NDI_UNIQUE, 0, who, "You turn off your %s.",
2742 &op->name);
2743 tmp2 = arch_to_object(op->other_arch);
2744 tmp2->x = op->x;
2745 tmp2->y = op->y;
2746 tmp2->map = op->map;
2747 tmp2->below = op->below;
2748 tmp2->above = op->above;
2749 tmp2->stats.food = op->stats.food;
2750 CLEAR_FLAG(tmp2, FLAG_APPLIED);
2751 if (QUERY_FLAG(op, FLAG_INV_LOCKED))
2752 SET_FLAG(tmp2, FLAG_INV_LOCKED);
2753 if (who->type == PLAYER)
2754 esrv_del_item(who->contr, (tag_t)op->count);
2755 remove_ob(op);
2756 free_object(op);
2757 insert_ob_in_ob(tmp2, who);
2758 fix_player(who);
2759 if (QUERY_FLAG(op, FLAG_CURSED) || QUERY_FLAG(op, FLAG_DAMNED)) {
2760 if (who->type == PLAYER) {
2761 new_draw_info(NDI_UNIQUE, 0,who, "Oops, it feels deadly cold!");
2762 SET_FLAG(tmp2, FLAG_KNOWN_CURSED);
2763 }
2764 }
2765 if(who->type==PLAYER)
2766 esrv_send_item(who, tmp2);
2767 return 1; /* otherwise, an attempt to drop causes problems */
2768 break;
2769 case BOW:
2770 case WAND:
2771 case ROD:
2772 case HORN:
2773 clear_skill(who);
2774 new_draw_info_format(NDI_UNIQUE, 0, who, "You unready %s.",query_name(op));
2775 if(who->type==PLAYER) {
2776 who->contr->shoottype = range_none;
2777 } else {
2778 if (op->type == BOW)
2779 CLEAR_FLAG (who, FLAG_READY_BOW);
2780 else
2781 CLEAR_FLAG(who, FLAG_READY_RANGE);
2782 }
2783 break;
2784
2785 case BUILDER:
2786 new_draw_info_format(NDI_UNIQUE, 0, who, "You unready %s.",query_name(op));
2787 who->contr->shoottype = range_none;
2788 who->contr->ranges[ range_builder ] = NULL;
2789 break;
2790
2791 default:
2792 new_draw_info_format(NDI_UNIQUE, 0, who, "You unapply %s.",query_name(op));
2793 break;
2794 }
2795
2796 fix_player(who);
2797
2798 if ( ! (aflags & AP_NO_MERGE)) {
2799 object *tmp;
2800
2801 tag_t del_tag = op->count;
2802 tmp = merge_ob (op, NULL);
2803 if (who->type == PLAYER) {
2804 if (tmp) { /* it was merged */
2805 esrv_del_item (who->contr, del_tag);
2806 op = tmp;
2807 }
2808 esrv_send_item (who, op); 3018 esrv_send_item (who, op);
2809 } 3019 }
2810 } 3020 }
2811 return 0; 3021 return 0;
2812} 3022}
2813 3023
2814/** 3024/**
2815 * Returns the object that is using location 'loc'. 3025 * Returns the object that is using location 'loc'.
2816 * Note that 'start' is the first object to start examing - we 3026 * Note that 'start' is the first object to start examing - we
2823 * 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.
2824 * don't return invisible objects unless they are skill objects 3034 * don't return invisible objects unless they are skill objects
2825 * invisible other objects that use 3035 * invisible other objects that use
2826 * up body locations can be used as restrictions. 3036 * up body locations can be used as restrictions.
2827 */ 3037 */
3038object *
2828object *get_item_from_body_location(object *start, int loc) 3039get_item_from_body_location (object *start, int loc)
2829{ 3040{
2830 object *tmp; 3041 object *tmp;
2831 3042
2832 if (!start) return NULL; 3043 if (!start)
2833
2834 for (tmp=start; tmp; tmp=tmp->below)
2835 if (QUERY_FLAG(tmp, FLAG_APPLIED) && tmp->body_info[loc] &&
2836 (!tmp->invisible || tmp->type==SKILL)) return tmp;
2837
2838 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;
2839} 3051}
2840 3052
2841 3053
2842 3054
2843/** 3055/**
2849 * Returns 0 on success, returns 1 if there is some problem. 3061 * Returns 0 on success, returns 1 if there is some problem.
2850 * 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
2851 * 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
2852 * another function that does just that. 3064 * another function that does just that.
2853 */ 3065 */
3066int
2854int unapply_for_ob(object *who, object *op, int aflags) 3067unapply_for_ob (object *who, object *op, int aflags)
2855{ 3068{
2856 int i; 3069 int i;
2857 object *tmp=NULL, *last; 3070 object *tmp = NULL, *last;
2858 3071
2859 /* 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
2860 * 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.
2861 */ 3074 */
2862 if (op->type == WEAPON || op->type == SHIELD) { 3075 if (op->type == WEAPON || op->type == SHIELD)
3076 {
2863 for (tmp=who->inv; tmp; tmp=tmp->below) { 3077 for (tmp = who->inv; tmp; tmp = tmp->below)
3078 {
2864 if (QUERY_FLAG(tmp, FLAG_APPLIED) && tmp->type == op->type) { 3079 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == op->type)
2865 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || 3080 {
2866 (!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 {
2867 if (aflags & AP_PRINT) 3083 if (aflags & AP_PRINT)
2868 new_draw_info(NDI_UNIQUE, 0, who, query_name(tmp)); 3084 new_draw_info (NDI_UNIQUE, 0, who, query_name (tmp));
2869 else 3085 else
2870 unapply_special(who, tmp, aflags); 3086 unapply_special (who, tmp, aflags);
2871 } 3087 }
2872 else { 3088 else
3089 {
2873 /* 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.
2874 * 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
2875 * at least generate the message. 3092 * at least generate the message.
2876 */ 3093 */
2877 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));
2878 "No matter how hard you try, you just can't\nremove %s.",
2879 query_name(tmp));
2880 return 1; 3095 return 1;
2881 } 3096 }
2882 3097
2883 } 3098 }
2884 } 3099 }
2885 } 3100 }
2886 3101
2887 for (i=0; i<NUM_BODY_LOCATIONS; i++) { 3102 for (i = 0; i < NUM_BODY_LOCATIONS; i++)
3103 {
2888 /* this used up a slot that we need to free */ 3104 /* this used up a slot that we need to free */
2889 if (op->body_info[i]) { 3105 if (op->body_info[i])
3106 {
2890 last = who->inv; 3107 last = who->inv;
2891 3108
2892 /* 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
2893 * to free up enough slots. 3110 * to free up enough slots.
2894 */ 3111 */
2895 while ((who->body_used[i] + op->body_info[i]) < 0) { 3112 while ((who->body_used[i] + op->body_info[i]) < 0)
3113 {
2896 tmp = get_item_from_body_location(last, i); 3114 tmp = get_item_from_body_location (last, i);
2897 if (!tmp) { 3115 if (!tmp)
3116 {
2898#if 0 3117#if 0
2899 /* 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
2900 * equipped. 3119 * equipped.
2901 */ 3120 */
2902 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);
2903 i, body_locations[i].save_name, who->name);
2904#endif 3122#endif
2905 return 1; 3123 return 1;
2906 } 3124 }
2907 /* 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 */
2908 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))))
2909 (!(QUERY_FLAG(tmp, FLAG_CURSED) || QUERY_FLAG(tmp, FLAG_DAMNED)))) { 3127 {
2910 if (aflags & AP_PRINT) 3128 if (aflags & AP_PRINT)
2911 new_draw_info(NDI_UNIQUE, 0, who, query_name(tmp)); 3129 new_draw_info (NDI_UNIQUE, 0, who, query_name (tmp));
2912 else 3130 else
2913 unapply_special(who, tmp, aflags); 3131 unapply_special (who, tmp, aflags);
2914 } 3132 }
2915 else { 3133 else
3134 {
2916 /* Cursed item that we can't unequip - tell the player. 3135 /* Cursed item that we can't unequip - tell the player.
2917 * 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,
2918 * 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
2919 * one cursed ring.) 3138 * one cursed ring.)
2920 */ 3139 */
2921 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));
2922 } 3141 }
2923 last = tmp->below; 3142 last = tmp->below;
2924 } 3143 }
2925 /* 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
2926 * return in the !tmp would have kicked in. 3145 * return in the !tmp would have kicked in.
2927 */ 3146 */
2928 } /* if op is using this body location */ 3147 } /* if op is using this body location */
2929 } /* for body lcoations */ 3148 } /* for body lcoations */
2930 return 0; 3149 return 0;
2931} 3150}
2932 3151
2933/** 3152/**
2934 * Checks to see if 'who' can apply object 'op'. 3153 * Checks to see if 'who' can apply object 'op'.
2935 * Returns 0 if apply can be done without anything special. 3154 * Returns 0 if apply can be done without anything special.
2939 * 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?)
2940 * 3159 *
2941 * See include/define.h for detailed description of the meaning of 3160 * See include/define.h for detailed description of the meaning of
2942 * these return values. 3161 * these return values.
2943 */ 3162 */
3163int
2944int can_apply_object(object *who, object *op) 3164can_apply_object (object *who, object *op)
2945{ 3165{
2946 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)))
2947 || INVOKE_OBJECT (CAN_APPLY, who, ARG_OBJECT (op)))
2948 return RESULT_INT (0); 3167 return RESULT_INT (0);
2949 3168
2950 int i, retval=0; 3169 int i, retval = 0;
2951 object *tmp=NULL, *ws=NULL; 3170 object *tmp = NULL, *ws = NULL;
2952 3171
2953 /* 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
2954 * 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
2955 * 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
2956 * in place and store that way. 3175 * in place and store that way.
2957 */ 3176 */
2958 if (op->type == WEAPON || op->type == SHIELD) { 3177 if (op->type == WEAPON || op->type == SHIELD)
3178 {
2959 for (tmp=who->inv; tmp && !ws; tmp=tmp->below) { 3179 for (tmp = who->inv; tmp && !ws; tmp = tmp->below)
3180 {
2960 if (QUERY_FLAG(tmp, FLAG_APPLIED) && tmp->type == op->type) { 3181 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == op->type)
3182 {
2961 retval = CAN_APPLY_UNAPPLY; 3183 retval = CAN_APPLY_UNAPPLY;
2962 ws = tmp; 3184 ws = tmp;
2963 } 3185 }
2964 } 3186 }
2965 } 3187 }
3188
3189
3190 for (i = 0; i < NUM_BODY_LOCATIONS; i++)
3191 {
3192 if (op->body_info[i])
2966 3193 {
2967
2968 for (i=0; i<NUM_BODY_LOCATIONS; i++) {
2969 if (op->body_info[i]) {
2970 /* Item uses more slots than we have */ 3194 /* Item uses more slots than we have */
2971 if (FABS(op->body_info[i]) > who->body_info[i]) { 3195 if (FABS (op->body_info[i]) > who->body_info[i])
3196 {
2972 /* Could return now for efficiently - rest of info below isn' 3197 /* Could return now for efficiently - rest of info below isn'
2973 * really needed. 3198 * really needed.
2974 */ 3199 */
2975 retval |= CAN_APPLY_NEVER; 3200 retval |= CAN_APPLY_NEVER;
3201 }
2976 } else if ((who->body_used[i] + op->body_info[i]) < 0) { 3202 else if ((who->body_used[i] + op->body_info[i]) < 0)
3203 {
2977 /* in this case, equipping this would use more free spots than 3204 /* in this case, equipping this would use more free spots than
2978 * we have. 3205 * we have.
2979 */ 3206 */
2980 object *tmp1; 3207 object *tmp1;
2981 3208
2982 3209
2983 /* 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
2984 * 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
2985 * 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
2986 * shield equipped and try to equip another shield, there is only 3213 * shield equipped and try to equip another shield, there is only
2987 * one choice. However, the check for the number of body locations 3214 * one choice. However, the check for the number of body locations
2988 * does take into the account cases where what is being applied 3215 * does take into the account cases where what is being applied
2989 * may be two handed for example. 3216 * may be two handed for example.
2990 */ 3217 */
2991 if (ws) { 3218 if (ws)
3219 {
2992 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 {
2993 retval |= CAN_APPLY_UNAPPLY; 3222 retval |= CAN_APPLY_UNAPPLY;
2994 continue; 3223 continue;
2995 } 3224 }
2996 } 3225 }
2997 3226
2998 tmp1 = get_item_from_body_location(who->inv, i); 3227 tmp1 = get_item_from_body_location (who->inv, i);
2999 if (!tmp1) { 3228 if (!tmp1)
3229 {
3000#if 0 3230#if 0
3001 /* 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
3002 * join in with more stuff equipped than they are now allowed. 3232 * join in with more stuff equipped than they are now allowed.
3003 */ 3233 */
3004 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);
3005 i, who->name);
3006#endif 3235#endif
3007 retval |= CAN_APPLY_NEVER; 3236 retval |= CAN_APPLY_NEVER;
3237 }
3008 } else { 3238 else
3239 {
3009 /* need to unapply something. However, if this something 3240 /* need to unapply something. However, if this something
3010 * is different than we had found before, it means they need 3241 * is different than we had found before, it means they need
3011 * to apply multiple objects 3242 * to apply multiple objects
3012 */ 3243 */
3013 retval |= CAN_APPLY_UNAPPLY; 3244 retval |= CAN_APPLY_UNAPPLY;
3245 if (!tmp)
3014 if (!tmp) tmp = tmp1; 3246 tmp = tmp1;
3015 else if (tmp != tmp1) { 3247 else if (tmp != tmp1)
3248 {
3016 retval |= CAN_APPLY_UNAPPLY_MULT; 3249 retval |= CAN_APPLY_UNAPPLY_MULT;
3017 } 3250 }
3018 /* 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
3019 * 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
3020 * the slots, the player then has a choice. 3253 * the slots, the player then has a choice.
3021 */ 3254 */
3022 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]))
3023 (FABS(op->body_info[i]) < who->body_info[i]))
3024 retval |= CAN_APPLY_UNAPPLY_CHOICE; 3256 retval |= CAN_APPLY_UNAPPLY_CHOICE;
3025 3257
3026 /* Does unequippint 'tmp1' free up enough slots for this to be 3258 /* Does unequippint 'tmp1' free up enough slots for this to be
3027 * equipped? If not, there must be something else to unapply. 3259 * equipped? If not, there must be something else to unapply.
3028 */ 3260 */
3029 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)
3030 retval |= CAN_APPLY_UNAPPLY_MULT; 3262 retval |= CAN_APPLY_UNAPPLY_MULT;
3031 3263
3032 } 3264 }
3033 } /* if not enough free slots */ 3265 } /* if not enough free slots */
3034 } /* if this object uses location i */ 3266 } /* if this object uses location i */
3035 } /* for i -> num_body_locations loop */ 3267 } /* for i -> num_body_locations loop */
3036 3268
3037 /* 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
3038 * really be controlled by use of body locations. We do have 3270 * really be controlled by use of body locations. We do have
3039 * the weapon/shield checks, and the range checks for monsters, 3271 * the weapon/shield checks, and the range checks for monsters,
3040 * 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,
3041 * 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
3042 * all use the same location. 3274 * all use the same location.
3043 */ 3275 */
3044 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))
3045 retval |= CAN_APPLY_RESTRICTION; 3285 retval |= CAN_APPLY_RESTRICTION;
3046 if (op->type == SHIELD && !QUERY_FLAG(who,FLAG_USE_SHIELD)) 3286 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW))
3047 retval |= CAN_APPLY_RESTRICTION; 3287 retval |= CAN_APPLY_RESTRICTION;
3048
3049
3050 if (who->type != PLAYER) {
3051 if ((op->type == WAND || op->type == HORN || op->type==ROD)
3052 && !QUERY_FLAG(who, FLAG_USE_RANGE))
3053 retval |= CAN_APPLY_RESTRICTION;
3054 if (op->type == BOW && !QUERY_FLAG(who, FLAG_USE_BOW))
3055 retval |= CAN_APPLY_RESTRICTION;
3056 if (op->type == RING && !QUERY_FLAG(who, FLAG_USE_RING)) 3288 if (op->type == RING && !QUERY_FLAG (who, FLAG_USE_RING))
3057 retval |= CAN_APPLY_RESTRICTION; 3289 retval |= CAN_APPLY_RESTRICTION;
3058 if (op->type == BOW && !QUERY_FLAG(who, FLAG_USE_BOW)) 3290 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW))
3059 retval |= CAN_APPLY_RESTRICTION; 3291 retval |= CAN_APPLY_RESTRICTION;
3060 } 3292 }
3061 return retval; 3293 return retval;
3062} 3294}
3063 3295
3064 3296
3065 3297
3066/** 3298/**
3067 * 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.
3068 * 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,
3069 * 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
3083 * 3315 *
3084 * Usage example: apply_special (who, op, AP_UNAPPLY | AP_IGNORE_CURSE) 3316 * Usage example: apply_special (who, op, AP_UNAPPLY | AP_IGNORE_CURSE)
3085 * 3317 *
3086 * apply_special() doesn't check for unpaid items. 3318 * apply_special() doesn't check for unpaid items.
3087 */ 3319 */
3320int
3088int apply_special (object *who, object *op, int aflags) 3321apply_special (object *who, object *op, int aflags)
3089{ 3322{
3090 int basic_flag = aflags & AP_BASIC_FLAGS; 3323 int basic_flag = aflags & AP_BASIC_FLAGS;
3091 object *tmp, *tmp2, *skop=NULL; 3324 object *tmp, *tmp2, *skop = NULL;
3092 int i; 3325 int i;
3093 3326
3094 if(who==NULL) { 3327 if (who == NULL)
3328 {
3095 LOG(llevError,"apply_special() from object without environment.\n"); 3329 LOG (llevError, "apply_special() from object without environment.\n");
3096 return 1; 3330 return 1;
3097 } 3331 }
3098 3332
3099 if(op->env!=who) 3333 if (op->env != who)
3100 return 1; /* op is not in inventory */ 3334 return 1; /* op is not in inventory */
3101 3335
3102 /* trying to unequip op */ 3336 /* trying to unequip op */
3103 if (QUERY_FLAG(op,FLAG_APPLIED)) { 3337 if (QUERY_FLAG (op, FLAG_APPLIED))
3338 {
3104 /* always apply, so no reason to unapply */ 3339 /* always apply, so no reason to unapply */
3105 if (basic_flag == AP_APPLY) return 0; 3340 if (basic_flag == AP_APPLY)
3341 return 0;
3106 3342
3107 if ( ! (aflags & AP_IGNORE_CURSE)
3108 && (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)))
3109 new_draw_info_format(NDI_UNIQUE, 0, who, 3344 {
3110 "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));
3111 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))
3112 return 1; 3373 return 1;
3113 } 3374 }
3114 return unapply_special(who, op, aflags); 3375 else
3115 }
3116
3117 if (basic_flag == AP_UNAPPLY) return 0;
3118
3119 i = can_apply_object(who, op);
3120
3121 /* Can't just apply this object. Lets see what not and what to do */
3122 if (i) {
3123 if (i & CAN_APPLY_NEVER) {
3124 new_draw_info_format(NDI_UNIQUE, 0, who, "You don't have the body to use a %s\n", query_name(op));
3125 return 1;
3126 } else if (i & CAN_APPLY_RESTRICTION) {
3127 new_draw_info_format(NDI_UNIQUE, 0, who, "You have a prohibition against using a %s\n", query_name(op));
3128 return 1;
3129 } 3376 {
3130 if (who->type != PLAYER) {
3131 /* Some error, so don't try to equip something more */
3132 if (unapply_for_ob(who, op, aflags)) return 1;
3133 } else {
3134 if (who->contr->unapply == unapply_never ||
3135 (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 {
3136 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):");
3137 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)
3138 return 1; 3387 return 1;
3139 } 3388 }
3140 else if (who->contr->unapply == unapply_always || !(i & CAN_APPLY_UNAPPLY_CHOICE)) {
3141 i = unapply_for_ob(who, op, aflags);
3142 if (i) return 1;
3143 } 3389 }
3144 }
3145 } 3390 }
3146 if (op->skill && op->type != SKILL && op->type != SKILL_TOOL) { 3391 if (op->skill && op->type != SKILL && op->type != SKILL_TOOL)
3392 {
3147 skop=find_skill_by_name(who, op->skill); 3393 skop = find_skill_by_name (who, op->skill);
3148 if (!skop) { 3394 if (!skop)
3395 {
3149 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);
3150 return 1; 3438 return 1;
3151 } else {
3152 /* While experience will be credited properly, we want to change the
3153 * skill so that the dam and wc get updated
3154 */
3155 change_skill(who, skop, 0);
3156 }
3157 }
3158
3159 if (who->type == PLAYER && op->item_power &&
3160 (op->item_power + who->contr->item_power) > (settings.item_power_factor * who->level)) {
3161 new_draw_info(NDI_UNIQUE, 0, who, "Equipping that combined with other items would consume your soul!");
3162 return 1;
3163 }
3164
3165
3166 /* Ok. We are now at the state where we can apply the new object.
3167 * Note that we don't have the checks for can_use_...
3168 * below - that is already taken care of by can_apply_object.
3169 */
3170
3171
3172 if(op->nrof > 1)
3173 tmp = get_split_ob(op,op->nrof - 1);
3174 else
3175 tmp = NULL;
3176
3177 if (INVOKE_OBJECT (BE_READY, op, ARG_OBJECT (who))
3178 || INVOKE_OBJECT (READY, who, ARG_OBJECT (op)))
3179 return RESULT_INT (0);
3180
3181 switch(op->type) {
3182 case WEAPON:
3183 if (!check_weapon_power(who, op->last_eat)) {
3184 new_draw_info(NDI_UNIQUE, 0,who,
3185 "That weapon is too powerful for you to use.");
3186 new_draw_info(NDI_UNIQUE, 0, who, "It would consume your soul!.");
3187 if(tmp!=NULL)
3188 (void) insert_ob_in_ob(tmp,who);
3189 return 1;
3190 } 3439 }
3191 if( op->level && (strncmp(op->name,who->name,strlen(who->name)))) { 3440 if (op->level && (strncmp (op->name, who->name, strlen (who->name))))
3441 {
3192 /* 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. */
3193 /* (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) */
3194 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.");
3195 if(tmp!=NULL) 3445 if (tmp != NULL)
3196 (void) insert_ob_in_ob(tmp,who); 3446 (void) insert_ob_in_ob (tmp, who);
3197 return 1; 3447 return 1;
3198 } 3448 }
3199 SET_FLAG(op, FLAG_APPLIED); 3449 SET_FLAG (op, FLAG_APPLIED);
3200 3450
3451 if (skop)
3201 if (skop) change_skill(who, skop, 1); 3452 change_skill (who, skop, 1);
3202 if(!QUERY_FLAG(who,FLAG_READY_WEAPON)) 3453 if (!QUERY_FLAG (who, FLAG_READY_WEAPON))
3203 SET_FLAG(who, FLAG_READY_WEAPON); 3454 SET_FLAG (who, FLAG_READY_WEAPON);
3204 3455
3205 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));
3206 3457
3207 (void) change_abil (who,op); 3458 (void) change_abil (who, op);
3208 break; 3459 break;
3209 3460
3210 case ARMOUR: 3461 case ARMOUR:
3211 case HELMET: 3462 case HELMET:
3212 case SHIELD: 3463 case SHIELD:
3213 case BOOTS: 3464 case BOOTS:
3214 case GLOVES: 3465 case GLOVES:
3215 case GIRDLE: 3466 case GIRDLE:
3216 case BRACERS: 3467 case BRACERS:
3217 case CLOAK: 3468 case CLOAK:
3218 case RING: 3469 case RING:
3219 case AMULET: 3470 case AMULET:
3220 SET_FLAG(op, FLAG_APPLIED); 3471 SET_FLAG (op, FLAG_APPLIED);
3221 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));
3222 (void) change_abil (who,op); 3473 (void) change_abil (who, op);
3223 break; 3474 break;
3224 case LAMP: 3475 case LAMP:
3225 if (op->stats.food < 1) { 3476 if (op->stats.food < 1)
3477 {
3226 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);
3227 " fuel!", &op->name);
3228 return 1; 3479 return 1;
3229 } 3480 }
3230 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);
3231 &op->name);
3232 tmp2 = arch_to_object(op->other_arch); 3482 tmp2 = arch_to_object (op->other_arch);
3233 tmp2->stats.food = op->stats.food; 3483 tmp2->stats.food = op->stats.food;
3234 SET_FLAG(tmp2, FLAG_APPLIED); 3484 SET_FLAG (tmp2, FLAG_APPLIED);
3235 if (QUERY_FLAG(op, FLAG_INV_LOCKED)) 3485 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
3236 SET_FLAG(tmp2, FLAG_INV_LOCKED); 3486 SET_FLAG (tmp2, FLAG_INV_LOCKED);
3237 insert_ob_in_ob(tmp2, who); 3487 insert_ob_in_ob (tmp2, who);
3238 3488
3239 /* 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);
3240 if (who->type == PLAYER) 3499 if (who->type == PLAYER)
3241 esrv_del_item(who->contr, (tag_t)op->count);
3242 remove_ob(op);
3243 free_object(op);
3244
3245 /* insert the portion that was split off */
3246 if(tmp!=NULL) {
3247 (void) insert_ob_in_ob(tmp,who);
3248 if(who->type==PLAYER)
3249 esrv_send_item(who, tmp); 3500 esrv_send_item (who, tmp);
3250 } 3501 }
3251 fix_player(who); 3502 fix_player (who);
3252 if (QUERY_FLAG(op, FLAG_CURSED) || QUERY_FLAG(op, FLAG_DAMNED)) { 3503 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
3504 {
3253 if (who->type == PLAYER) { 3505 if (who->type == PLAYER)
3506 {
3254 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!");
3255 SET_FLAG(tmp2, FLAG_KNOWN_CURSED); 3508 SET_FLAG (tmp2, FLAG_KNOWN_CURSED);
3256 } 3509 }
3257 } 3510 }
3258 if(who->type==PLAYER) 3511 if (who->type == PLAYER)
3259 esrv_send_item(who, tmp2); 3512 esrv_send_item (who, tmp2);
3260 return 0; 3513 return 0;
3261 break; 3514 break;
3262 3515
3263 /* this part is needed for skill-tools */ 3516 /* this part is needed for skill-tools */
3264 case SKILL: 3517 case SKILL:
3265 case SKILL_TOOL: 3518 case SKILL_TOOL:
3266 if (who->chosen_skill) { 3519 if (who->chosen_skill)
3520 {
3267 LOG (llevError, "BUG: apply_special(): can't apply two skills\n"); 3521 LOG (llevError, "BUG: apply_special(): can't apply two skills\n");
3268 return 1; 3522 return 1;
3269 } 3523 }
3270 if (who->type == PLAYER) { 3524 if (who->type == PLAYER)
3525 {
3271 who->contr->shoottype = range_skill; 3526 who->contr->shoottype = range_skill;
3272 who->contr->ranges[range_skill] = op; 3527 who->contr->ranges[range_skill] = op;
3273 if ( ! op->invisible) { 3528 if (!op->invisible)
3274 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.",
3275 query_name (op));
3276 new_draw_info_format (NDI_UNIQUE, 0, who,
3277 "You can now use the skill: %s.",
3278 &op->skill);
3279 } else {
3280 new_draw_info_format (NDI_UNIQUE, 0, who, "Readied skill: %s.",
3281 op->skill ? &op->skill : &op->name);
3282 } 3529 {
3283 }
3284 SET_FLAG (op, FLAG_APPLIED);
3285 (void) change_abil (who, op);
3286 who->chosen_skill = op;
3287 SET_FLAG (who, FLAG_READY_SKILL);
3288 break;
3289
3290 case BOW:
3291 if (!check_weapon_power(who, op->last_eat)) {
3292 new_draw_info(NDI_UNIQUE, 0, who,
3293 "That item is too powerful for you to use.");
3294 new_draw_info(NDI_UNIQUE, 0, who, "It would consume your soul!.");
3295 if(tmp != NULL)
3296 (void)insert_ob_in_ob(tmp,who);
3297 return 1;
3298 }
3299 if( op->level && (strncmp(op->name,who->name,strlen(who->name)))) {
3300 new_draw_info(NDI_UNIQUE, 0, who,
3301 "The weapon does not recognize you as its owner.");
3302 if(tmp != NULL)
3303 (void)insert_ob_in_ob(tmp,who);
3304 return 1;
3305 }
3306 /*FALLTHROUGH*/
3307 case WAND:
3308 case ROD:
3309 case HORN:
3310 /* check for skill, alter player status */
3311 SET_FLAG(op, FLAG_APPLIED);
3312 if (skop) change_skill(who, skop, 0);
3313 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;
3314 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
3315 if(who->type==PLAYER) { 3569 if (who->type == PLAYER)
3570 {
3316 if (op->type == BOW) { 3571 if (op->type == BOW)
3572 {
3317 (void)change_abil(who, op); 3573 (void) change_abil (who, op);
3318 new_draw_info_format (NDI_UNIQUE, 0, who, 3574 new_draw_info_format (NDI_UNIQUE, 0, who,
3319 "You will now fire %s with %s.",
3320 op->race ? &op->race : "nothing", query_name(op)); 3575 "You will now fire %s with %s.", op->race ? &op->race : "nothing", query_name (op));
3321 who->contr->shoottype = range_bow; 3576 who->contr->shoottype = range_bow;
3577 }
3322 } else { 3578 else
3579 {
3323 who->contr->shoottype = range_misc; 3580 who->contr->shoottype = range_misc;
3324 } 3581 }
3582 }
3325 } else { 3583 else
3584 {
3326 if (op->type == BOW) 3585 if (op->type == BOW)
3327 SET_FLAG (who, FLAG_READY_BOW); 3586 SET_FLAG (who, FLAG_READY_BOW);
3328 else 3587 else
3329 SET_FLAG (who, FLAG_READY_RANGE); 3588 SET_FLAG (who, FLAG_READY_RANGE);
3330 } 3589 }
3331 break; 3590 break;
3332 3591
3333 case BUILDER: 3592 case BUILDER:
3334 if ( who->contr->ranges[ range_builder ] ) 3593 if (who->contr->ranges[range_builder])
3335 unapply_special( who, who->contr->ranges[ range_builder ], 0 ); 3594 unapply_special (who, who->contr->ranges[range_builder], 0);
3336 who->contr->shoottype = range_builder; 3595 who->contr->shoottype = range_builder;
3337 who->contr->ranges[ range_builder ] = op; 3596 who->contr->ranges[range_builder] = op;
3338 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));
3339 break; 3598 break;
3340 3599
3341 default: 3600 default:
3342 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));
3343 } /* end of switch op->type */ 3602 } /* end of switch op->type */
3344 3603
3345 SET_FLAG(op, FLAG_APPLIED); 3604 SET_FLAG (op, FLAG_APPLIED);
3346 3605
3347 if(tmp!=NULL) 3606 if (tmp != NULL)
3348 tmp = insert_ob_in_ob(tmp,who); 3607 tmp = insert_ob_in_ob (tmp, who);
3349 3608
3350 fix_player(who); 3609 fix_player (who);
3351 3610
3352 /* We exclude spell casting objects. The fire code will set the 3611 /* We exclude spell casting objects. The fire code will set the
3353 * been applied flag when they are used - until that point, 3612 * been applied flag when they are used - until that point,
3354 * you don't know anything about them. 3613 * you don't know anything about them.
3355 */ 3614 */
3356 if (who->type == PLAYER && op->type!=WAND && op->type!=HORN && 3615 if (who->type == PLAYER && op->type != WAND && op->type != HORN && op->type != ROD)
3357 op->type!=ROD)
3358 SET_FLAG(op,FLAG_BEEN_APPLIED); 3616 SET_FLAG (op, FLAG_BEEN_APPLIED);
3359 3617
3360 if (QUERY_FLAG(op, FLAG_CURSED) || QUERY_FLAG(op, FLAG_DAMNED)) { 3618 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
3619 {
3361 if (who->type == PLAYER) { 3620 if (who->type == PLAYER)
3621 {
3362 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!");
3363 SET_FLAG(op,FLAG_KNOWN_CURSED); 3623 SET_FLAG (op, FLAG_KNOWN_CURSED);
3364 } 3624 }
3365 } 3625 }
3366 if(who->type==PLAYER) { 3626 if (who->type == PLAYER)
3627 {
3367 /* if multiple objects were applied, update both slots */ 3628 /* if multiple objects were applied, update both slots */
3368 if (tmp) 3629 if (tmp)
3369 esrv_send_item(who, tmp); 3630 esrv_send_item (who, tmp);
3370 esrv_send_item(who, op); 3631 esrv_send_item (who, op);
3371 } 3632 }
3372 return 0; 3633 return 0;
3373} 3634}
3374 3635
3375 3636
3637int
3376int monster_apply_special (object *who, object *op, int aflags) 3638monster_apply_special (object *who, object *op, int aflags)
3377{ 3639{
3378 if (QUERY_FLAG (op, FLAG_UNPAID) && ! QUERY_FLAG (op, FLAG_APPLIED)) 3640 if (QUERY_FLAG (op, FLAG_UNPAID) && !QUERY_FLAG (op, FLAG_APPLIED))
3379 return 1; 3641 return 1;
3380 return apply_special (who, op, aflags); 3642 return apply_special (who, op, aflags);
3381} 3643}
3382 3644
3383/** 3645/**
3384 * Map was just loaded, handle op's initialisation. 3646 * Map was just loaded, handle op's initialisation.
3385 * 3647 *
3386 * Generates shop floor's item, and treasures. 3648 * Generates shop floor's item, and treasures.
3387 */ 3649 */
3650int
3388int auto_apply (object *op) { 3651auto_apply (object *op)
3652{
3389 object *tmp = NULL, *tmp2; 3653 object *tmp = NULL, *tmp2;
3390 int i; 3654 int i;
3391 3655
3392 switch(op->type) { 3656 switch (op->type)
3657 {
3393 case SHOP_FLOOR: 3658 case SHOP_FLOOR:
3394 if (!HAS_RANDOM_ITEMS(op)) return 0; 3659 if (!op->has_random_items ())
3660 return 0;
3661
3662 do
3395 do { 3663 {
3396 i=10; /* let's give it 10 tries */ 3664 i = 10; /* let's give it 10 tries */
3397 while((tmp=generate_treasure(op->randomitems, 3665 while ((tmp = generate_treasure (op->randomitems,
3398 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);
3399 if(tmp==NULL) 3667 if (tmp == NULL)
3400 return 0;
3401 if(QUERY_FLAG(tmp, FLAG_CURSED) || QUERY_FLAG(tmp, FLAG_DAMNED)) {
3402 free_object(tmp);
3403 tmp = NULL;
3404 }
3405 } while(!tmp);
3406 tmp->x=op->x;
3407 tmp->y=op->y;
3408 SET_FLAG(tmp,FLAG_UNPAID);
3409 insert_ob_in_map(tmp,op->map,NULL,0);
3410 CLEAR_FLAG(op,FLAG_AUTO_APPLY);
3411 identify(tmp);
3412 break;
3413
3414 case TREASURE:
3415 if (QUERY_FLAG(op,FLAG_IS_A_TEMPLATE))
3416 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
3417 while ((op->stats.hp--)>0) 3689 while ((op->stats.hp--) > 0)
3418 create_treasure(op->randomitems, op, op->map?GT_ENVIRONMENT:0, 3690 create_treasure (op->randomitems, op, op->map ? GT_ENVIRONMENT : 0,
3419 op->stats.exp ? (int)op->stats.exp :
3420 op->map == NULL ? 14: op->map->difficulty,0); 3691 op->stats.exp ? (int) op->stats.exp : op->map == NULL ? 14 : op->map->difficulty, 0);
3421 3692
3422 /* 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,
3423 * 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
3424 * to disappear. An example of this item is the random_* stuff 3695 * to disappear. An example of this item is the random_* stuff
3425 * that is put inside other objects. 3696 * that is put inside other objects.
3426 */ 3697 */
3427 for (tmp=op->inv; tmp; tmp=tmp2) { 3698 for (tmp = op->inv; tmp; tmp = tmp2)
3699 {
3428 tmp2 = tmp->below; 3700 tmp2 = tmp->below;
3429 remove_ob(tmp); 3701 tmp->remove ();
3702
3703 if (op->env)
3430 if (op->env) insert_ob_in_ob(tmp, op->env); 3704 insert_ob_in_ob (tmp, op->env);
3431 else free_object(tmp); 3705 else
3706 tmp->destroy ();
3432 } 3707 }
3433 remove_ob(op); 3708
3434 free_object(op); 3709 op->destroy ();
3435 break; 3710 break;
3436 } 3711 }
3437 return tmp ? 1 : 0; 3712 return tmp ? 1 : 0;
3438} 3713}
3439 3714
3440/** 3715/**
3441 * 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
3442 * when an original map is loaded) and performs special actions for 3717 * when an original map is loaded) and performs special actions for
3443 * certain objects (most initialization of chests and creation of 3718 * certain objects (most initialization of chests and creation of
3444 * treasures and stuff). Calls auto_apply if appropriate. 3719 * treasures and stuff). Calls auto_apply if appropriate.
3445 */ 3720 */
3446 3721void
3447void fix_auto_apply(mapstruct *m) { 3722fix_auto_apply (maptile *m)
3723{
3448 object *tmp,*above=NULL; 3724 object *tmp, *above = NULL;
3449 int x,y; 3725 int x, y;
3450 3726
3451 if(m==NULL) return; 3727 if (m == NULL)
3728 return;
3452 3729
3453 for(x=0;x<MAP_WIDTH(m);x++) 3730 for (x = 0; x < MAP_WIDTH (m); x++)
3454 for(y=0;y<MAP_HEIGHT(m);y++) 3731 for (y = 0; y < MAP_HEIGHT (m); y++)
3455 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 {
3456 above=tmp->above; 3734 above = tmp->above;
3457 3735
3458 if (tmp->inv) { 3736 if (tmp->inv)
3737 {
3459 object *invtmp, *invnext; 3738 object *invtmp, *invnext;
3460 3739
3461 for (invtmp=tmp->inv; invtmp != NULL; invtmp = invnext) { 3740 for (invtmp = tmp->inv; invtmp != NULL; invtmp = invnext)
3741 {
3462 invnext = invtmp->below; 3742 invnext = invtmp->below;
3463 3743
3464 if(QUERY_FLAG(invtmp,FLAG_AUTO_APPLY)) 3744 if (QUERY_FLAG (invtmp, FLAG_AUTO_APPLY))
3465 auto_apply(invtmp); 3745 auto_apply (invtmp);
3466 else if(invtmp->type==TREASURE && HAS_RANDOM_ITEMS(invtmp)) { 3746 else if (invtmp->type == TREASURE && invtmp->has_random_items ())
3747 {
3467 while ((invtmp->stats.hp--)>0) 3748 while ((invtmp->stats.hp--) > 0)
3468 create_treasure(invtmp->randomitems, invtmp, 0, 3749 create_treasure (invtmp->randomitems, invtmp, 0, m->difficulty, 0);
3469 m->difficulty,0); 3750
3470 invtmp->randomitems = NULL; 3751 invtmp->randomitems = NULL;
3471 }
3472 else if (invtmp && invtmp->arch &&
3473 invtmp->type!=TREASURE &&
3474 invtmp->type != SPELL &&
3475 invtmp->type != CLASS &&
3476 HAS_RANDOM_ITEMS(invtmp)) {
3477 create_treasure(invtmp->randomitems, invtmp, 0,
3478 m->difficulty,0);
3479 /* Need to clear this so that we never try to create
3480 * treasure again for this object
3481 */
3482 invtmp->randomitems = NULL;
3483 }
3484 } 3752 }
3485 /* This is really temporary - the code at the bottom will 3753 else if (invtmp && invtmp->arch
3486 * 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 ())
3487 * of maps/players already out there with items that have spells
3488 * which haven't had the randomitems set to null yet.
3489 * MSW 2004-05-13
3490 * 3755 {
3491 * 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);
3492 * else you get two spells in the book ^_- 3757 /* Need to clear this so that we never try to create
3493 * Ryo 2004-08-16 3758 * treasure again for this object
3494 */ 3759 */
3495 if (tmp->type == WAND || tmp->type == ROD || tmp->type == SCROLL ||
3496 tmp->type == HORN || tmp->type == FIREWALL || tmp->type == POTION ||
3497 tmp->type == ALTAR || tmp->type == SPELLBOOK)
3498 tmp->randomitems = NULL;
3499
3500 }
3501
3502 if(QUERY_FLAG(tmp,FLAG_AUTO_APPLY))
3503 auto_apply(tmp);
3504 else if((tmp->type==TREASURE || (tmp->type==CONTAINER))&& HAS_RANDOM_ITEMS(tmp)) {
3505 while ((tmp->stats.hp--)>0)
3506 create_treasure(tmp->randomitems, tmp, 0,
3507 m->difficulty,0);
3508 tmp->randomitems = NULL; 3760 invtmp->randomitems = NULL;
3509 }
3510 else if(tmp->type==TIMED_GATE) {
3511 object *head = tmp->head != NULL ? tmp->head : tmp;
3512 if (QUERY_FLAG(head, FLAG_IS_LINKED)) {
3513 tmp->speed = 0;
3514 update_ob_speed(tmp);
3515 } 3761 }
3516 } 3762 }
3517 /* This function can be called everytime a map is loaded, even when 3763 /* This is really temporary - the code at the bottom will
3518 * 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
3519 * over and ove again, so after we generate the treasure, blank out 3765 * of maps/players already out there with items that have spells
3520 * randomitems so if it is swapped in again, it won't make anything. 3766 * which haven't had the randomitems set to null yet.
3521 * This is a problem for the above objects, because they have counters 3767 * MSW 2004-05-13
3522 * 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
3523 */ 3772 */
3524 else if(tmp && tmp->arch && tmp->type!=PLAYER && tmp->type!=TREASURE && 3773 if (tmp->type == WAND || tmp->type == ROD || tmp->type == SCROLL
3525 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)
3526 HAS_RANDOM_ITEMS(tmp)) {
3527 create_treasure(tmp->randomitems, tmp, GT_APPLY,
3528 m->difficulty,0);
3529 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);
3530 } 3795 }
3531 } 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 }
3532 3812
3533 for(x=0;x<MAP_WIDTH(m);x++) 3813 for (x = 0; x < MAP_WIDTH (m); x++)
3534 for(y=0;y<MAP_HEIGHT(m);y++) 3814 for (y = 0; y < MAP_HEIGHT (m); y++)
3535 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)
3536 if (tmp->above &&
3537 (tmp->type == TRIGGER_BUTTON || tmp->type == TRIGGER_PEDESTAL)) 3816 if (tmp->above && (tmp->type == TRIGGER_BUTTON || tmp->type == TRIGGER_PEDESTAL))
3538 check_trigger (tmp, tmp->above); 3817 check_trigger (tmp, tmp->above);
3539} 3818}
3540 3819
3541/** 3820/**
3542 * Handles player eating food that temporarily changes status (resistances, stats). 3821 * Handles player eating food that temporarily changes status (resistances, stats).
3543 * This used to call cast_change_attr(), but 3822 * This used to call cast_change_attr(), but
3544 * 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
3545 * the food changes, just grab a force and use that instead. 3824 * the food changes, just grab a force and use that instead.
3546 */ 3825 */
3547 3826
3827void
3548void eat_special_food(object *who, object *food) { 3828eat_special_food (object *who, object *food)
3829{
3549 object *force; 3830 object *force;
3550 int i, did_one=0; 3831 int i, did_one = 0;
3551 sint8 k; 3832 sint8 k;
3552 3833
3553 force = get_archetype(FORCE_NAME); 3834 force = get_archetype (FORCE_NAME);
3554 3835
3555 for (i=0; i < NUM_STATS; i++) { 3836 for (i = 0; i < NUM_STATS; i++)
3837 {
3556 k = get_attr_value(&food->stats, i); 3838 k = get_attr_value (&food->stats, i);
3557 if (k) { 3839 if (k)
3840 {
3558 set_attr_value(&force->stats, i, k); 3841 set_attr_value (&force->stats, i, k);
3559 did_one = 1; 3842 did_one = 1;
3560 } 3843 }
3561 } 3844 }
3562 3845
3563 /* check if we can protect the eater */ 3846 /* check if we can protect the eater */
3564 for (i=0; i<NROFATTACKS; i++) { 3847 for (i = 0; i < NROFATTACKS; i++)
3848 {
3565 if (food->resist[i]>0) { 3849 if (food->resist[i] > 0)
3850 {
3566 force->resist[i] = food->resist[i] / 2; 3851 force->resist[i] = food->resist[i] / 2;
3567 did_one = 1; 3852 did_one = 1;
3568 } 3853 }
3569 } 3854 }
3570 if (did_one) { 3855 if (did_one)
3856 {
3571 force->speed = 0.1; 3857 force->speed = 0.1;
3572 update_ob_speed(force); 3858 update_ob_speed (force);
3573 /* bigger morsel of food = longer effect time */ 3859 /* bigger morsel of food = longer effect time */
3574 force->stats.food = food->stats.food / 5; 3860 force->stats.food = food->stats.food / 5;
3575 SET_FLAG(force, FLAG_IS_USED_UP); 3861 SET_FLAG (force, FLAG_IS_USED_UP);
3576 SET_FLAG(force, FLAG_APPLIED); 3862 SET_FLAG (force, FLAG_APPLIED);
3577 change_abil(who, force); 3863 change_abil (who, force);
3578 insert_ob_in_ob(force, who); 3864 insert_ob_in_ob (force, who);
3579 } else {
3580 free_object(force);
3581 } 3865 }
3866 else
3867 force->destroy ();
3582 3868
3583 /* check for hp, sp change */ 3869 /* check for hp, sp change */
3584 if(food->stats.hp!=0) { 3870 if (food->stats.hp != 0)
3871 {
3585 if(QUERY_FLAG(food, FLAG_CURSED)) { 3872 if (QUERY_FLAG (food, FLAG_CURSED))
3873 {
3586 strcpy(who->contr->killer,food->name); 3874 strcpy (who->contr->killer, food->name);
3587 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
3588 new_draw_info(NDI_UNIQUE, 0,who,"Eck!...that was poisonous!"); 3883 new_draw_info (NDI_UNIQUE, 0, who, "Eck!...that was poisonous!");
3589 } else {
3590 if(food->stats.hp>0)
3591 new_draw_info(NDI_UNIQUE, 0,who,"You begin to feel better.");
3592 else
3593 new_draw_info(NDI_UNIQUE, 0,who,"Eck!...that was poisonous!");
3594 who->stats.hp += food->stats.hp; 3884 who->stats.hp += food->stats.hp;
3595 } 3885 }
3596 } 3886 }
3597 if(food->stats.sp!=0) { 3887 if (food->stats.sp != 0)
3888 {
3598 if(QUERY_FLAG(food, FLAG_CURSED)) { 3889 if (QUERY_FLAG (food, FLAG_CURSED))
3890 {
3599 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!");
3600 who->stats.sp -= food->stats.sp; 3892 who->stats.sp -= food->stats.sp;
3601 if(who->stats.sp<0) who->stats.sp=0; 3893 if (who->stats.sp < 0)
3602 } else { 3894 who->stats.sp = 0;
3895 }
3896 else
3897 {
3603 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!");
3604 who->stats.sp += food->stats.sp; 3899 who->stats.sp += food->stats.sp;
3605 /* place limit on max sp from food? */ 3900 /* place limit on max sp from food? */
3606 } 3901 }
3607 } 3902 }
3608 fix_player(who); 3903 fix_player (who);
3609} 3904}
3610 3905
3611 3906
3612/** 3907/**
3613 * Designed primarily to light torches/lanterns/etc. 3908 * Designed primarily to light torches/lanterns/etc.
3614 * 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
3615 * the selected object to "burn". -b.t. 3910 * the selected object to "burn". -b.t.
3616 */ 3911 */
3617 3912
3913void
3618void apply_lighter(object *who, object *lighter) { 3914apply_lighter (object *who, object *lighter)
3915{
3619 object *item; 3916 object *item;
3620 int is_player_env=0; 3917 int is_player_env = 0;
3621 uint32 nrof;
3622 tag_t count;
3623 char item_name[MAX_BUF]; 3918 char item_name[MAX_BUF];
3624 3919
3625 item=find_marked_object(who); 3920 item = find_marked_object (who);
3626 if(item) { 3921 if (item)
3922 {
3627 if(lighter->last_eat && lighter->stats.food) { /* lighter gets used up */ 3923 if (lighter->last_eat && lighter->stats.food)
3924 { /* lighter gets used up */
3628 /* Split multiple lighters if they're being used up. Otherwise * 3925 /* Split multiple lighters if they're being used up. Otherwise *
3629 * one charge from each would be used up. --DAMN */ 3926 * one charge from each would be used up. --DAMN */
3630 if(lighter->nrof > 1) { 3927 if (lighter->nrof > 1)
3928 {
3631 object *oneLighter = get_object(); 3929 object *oneLighter = lighter->clone ();
3632 copy_object(lighter, oneLighter); 3930
3633 lighter->nrof -= 1; 3931 lighter->nrof -= 1;
3634 oneLighter->nrof = 1; 3932 oneLighter->nrof = 1;
3635 oneLighter->stats.food--; 3933 oneLighter->stats.food--;
3636 esrv_send_item(who, lighter); 3934 esrv_send_item (who, lighter);
3637 oneLighter=insert_ob_in_ob(oneLighter, who); 3935 oneLighter = insert_ob_in_ob (oneLighter, who);
3638 esrv_send_item(who, oneLighter); 3936 esrv_send_item (who, oneLighter);
3937 }
3639 } else { 3938 else
3640 lighter->stats.food--; 3939 lighter->stats.food--;
3641 } 3940 }
3642 3941 else if (lighter->last_eat)
3643 } else if(lighter->last_eat) { /* no charges left in lighter */ 3942 { /* no charges left in lighter */
3644 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);
3645 "You attempt to light the %s with a used up %s.",
3646 &item->name, &lighter->name);
3647 return; 3944 return;
3648 } 3945 }
3649 /* 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?
3650 * 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
3651 * objects at once. 3948 * objects at once.
3652 */ 3949 */
3653 nrof=item->nrof;
3654 count=item->count;
3655 /* 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
3656 * 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
3657 * some sense. 3952 * some sense.
3658 */ 3953 */
3659 strcpy(item_name, item->name); 3954 strcpy (item_name, item->name);
3660 if (who == is_player_inv(item)) is_player_env=1; 3955 if (who == is_player_inv (item))
3956 is_player_env = 1;
3661 3957
3662 save_throw_object(item,AT_FIRE,who); 3958 save_throw_object (item, AT_FIRE, who);
3663 /* Change to check count and not freed, since the object pointer 3959 /* Change to check count and not freed, since the object pointer
3664 * may have gotten recycled 3960 * may have gotten recycled
3665 */ 3961 */
3666 if ((nrof != item->nrof ) || (count != item->count)) { 3962 if (item->destroyed ())
3667 new_draw_info_format(NDI_UNIQUE, 0,who, 3963 {
3668 "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);
3669 /* Need to update the player so that the players glow radius 3965 /* Need to update the player so that the players glow radius
3670 * gets changed. 3966 * gets changed.
3671 */ 3967 */
3672 if (is_player_env) fix_player(who); 3968 if (is_player_env)
3969 fix_player (who);
3970 }
3673 } else { 3971 else
3674 new_draw_info_format(NDI_UNIQUE, 0,who,
3675 "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);
3676 } 3973 }
3677 3974 else /* nothing to light */
3678 } else /* nothing to light */
3679 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.");
3680 3976
3681} 3977}
3682 3978
3683/** 3979/**
3684 * 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.
3685 * scroll_failure()- hacked directly from spell_failure 3981 * scroll_failure()- hacked directly from spell_failure
3686 */ 3982 */
3983void
3687void scroll_failure(object *op, int failure, int power) 3984scroll_failure (object *op, int failure, int power)
3688{ 3985{
3689 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 */
3690 3988
3691 if(failure<= -1&&failure > -15) {/* wonder */ 3989 if (failure <= -1 && failure > -15)
3990 { /* wonder */
3692 object *tmp; 3991 object *tmp;
3693 3992
3694 new_draw_info(NDI_UNIQUE, 0,op,"Your spell warps!."); 3993 new_draw_info (NDI_UNIQUE, 0, op, "Your spell warps!.");
3695 tmp=get_archetype(SPELL_WONDER); 3994 tmp = get_archetype (SPELL_WONDER);
3696 cast_wonder(op, op, 0, tmp); 3995 cast_wonder (op, op, 0, tmp);
3697 free_object(tmp); 3996 tmp->destroy ();
3997 }
3698 } else if (failure <= -15&&failure > -35) {/* drain mana */ 3998 else if (failure <= -15 && failure > -35)
3999 { /* drain mana */
3699 new_draw_info(NDI_UNIQUE, 0,op,"Your mana is drained!."); 4000 new_draw_info (NDI_UNIQUE, 0, op, "Your mana is drained!.");
3700 op->stats.sp -= random_roll(0, power-1, op, PREFER_LOW); 4001 op->stats.sp -= random_roll (0, power - 1, op, PREFER_LOW);
3701 if(op->stats.sp<0) op->stats.sp = 0; 4002 if (op->stats.sp < 0)
4003 op->stats.sp = 0;
4004 }
3702 } else if (settings.spell_failure_effects == TRUE) { 4005 else if (settings.spell_failure_effects == TRUE)
4006 {
3703 if (failure <= -35&&failure > -60) { /* confusion */ 4007 if (failure <= -35 && failure > -60)
4008 { /* confusion */
3704 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!");
3705 confuse_player(op,op,power); 4010 confuse_player (op, op, power);
4011 }
3706 } else if (failure <= -60&&failure> -70) {/* paralysis */ 4012 else if (failure <= -60 && failure > -70)
4013 { /* paralysis */
3707 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!");
3708 "you!");
3709 paralyze_player(op,op,power); 4015 paralyze_player (op, op, power);
4016 }
3710 } else if (failure <= -70&&failure> -80) {/* blind */ 4017 else if (failure <= -70 && failure > -80)
4018 { /* blind */
3711 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!");
3712 blind_player(op,op,power); 4020 blind_player (op, op, power);
3713 } else if (failure <= -80) {/* blast the immediate area */ 4021 }
4022 else if (failure <= -80)
4023 { /* blast the immediate area */
3714 object *tmp; 4024 object *tmp;
4025
3715 tmp=get_archetype(LOOSE_MANA); 4026 tmp = get_archetype (LOOSE_MANA);
3716 cast_magic_storm(op,tmp, power); 4027 cast_magic_storm (op, tmp, power);
3717 new_draw_info(NDI_UNIQUE, 0,op,"You unlease uncontrolled mana!"); 4028 new_draw_info (NDI_UNIQUE, 0, op, "You unlease uncontrolled mana!");
3718 free_object(tmp); 4029 tmp->destroy ();
3719 } 4030 }
3720 } 4031 }
3721} 4032}
3722 4033
4034void
3723void apply_changes_to_player(object *pl, object *change) { 4035apply_changes_to_player (object *pl, object *change)
4036{
3724 int excess_stat=0; /* if the stat goes over the maximum 4037 int excess_stat = 0; /* if the stat goes over the maximum
3725 for the race, put the excess stat some 4038 for the race, put the excess stat some
3726 where else. */ 4039 where else. */
3727 4040
3728 switch (change->type) { 4041 switch (change->type)
4042 {
3729 case CLASS: { 4043 case CLASS:
4044 {
3730 living *stats = &(pl->contr->orig_stats); 4045 living *stats = &(pl->contr->orig_stats);
3731 living *ns = &(change->stats); 4046 living *ns = &(change->stats);
3732 object *walk; 4047 object *walk;
3733 int flag_change_face=1; 4048 int flag_change_face = 1;
3734 4049
3735 /* the following code assigns stats up to the stat max 4050 /* the following code assigns stats up to the stat max
3736 * for the race, and if the stat max is exceeded, 4051 * for the race, and if the stat max is exceeded,
3737 * tries to randomly reassign the excess stat 4052 * tries to randomly reassign the excess stat
3738 */ 4053 */
3739 int i,j; 4054 int i, j;
4055
3740 for(i=0;i<NUM_STATS;i++) { 4056 for (i = 0; i < NUM_STATS; i++)
4057 {
3741 sint8 stat=get_attr_value(stats,i); 4058 sint8 stat = get_attr_value (stats, i);
3742 int race_bonus = get_attr_value(&(pl->arch->clone.stats),i); 4059 int race_bonus = get_attr_value (&(pl->arch->clone.stats), i);
4060
3743 stat += get_attr_value(ns,i); 4061 stat += get_attr_value (ns, i);
3744 if(stat > 20 + race_bonus) { 4062 if (stat > 20 + race_bonus)
4063 {
3745 excess_stat++; 4064 excess_stat++;
3746 stat = 20+race_bonus; 4065 stat = 20 + race_bonus;
3747 } 4066 }
3748 set_attr_value(stats,i,stat); 4067 set_attr_value (stats, i, stat);
3749 } 4068 }
3750 4069
3751 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 */
3752 int i = rndm(0, 6); 4072 int i = rndm (0, 6);
3753 int stat=get_attr_value(stats,i); 4073 int stat = get_attr_value (stats, i);
3754 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)
3755 if(i==CHA) continue; /* exclude cha from this */ 4077 continue; /* exclude cha from this */
3756 if( stat < 20 + race_bonus) { 4078 if (stat < 20 + race_bonus)
4079 {
3757 change_attr_value(stats,i,1); 4080 change_attr_value (stats, i, 1);
3758 excess_stat--; 4081 excess_stat--;
3759 } 4082 }
3760 } 4083 }
3761 4084
3762 /* insert the randomitems from the change's treasurelist into 4085 /* insert the randomitems from the change's treasurelist into
3763 * the player ref: player.c 4086 * the player ref: player.c
3764 */ 4087 */
3765 if(change->randomitems!=NULL) 4088 if (change->randomitems != NULL)
3766 give_initial_items(pl,change->randomitems); 4089 give_initial_items (pl, change->randomitems);
3767 4090
3768 4091
3769 /* set up the face, for some races. */ 4092 /* set up the face, for some races. */
3770 4093
3771 /* first, look for the force object banning 4094 /* first, look for the force object banning
3772 * changing the face. Certain races never change face with class. 4095 * changing the face. Certain races never change face with class.
3773 */ 4096 */
3774 for(walk=pl->inv;walk!=NULL;walk=walk->below) 4097 for (walk = pl->inv; walk != NULL; walk = walk->below)
3775 if (!strcmp(walk->name,"NOCLASSFACECHANGE")) flag_change_face=0; 4098 if (!strcmp (walk->name, "NOCLASSFACECHANGE"))
4099 flag_change_face = 0;
3776 4100
3777 if(flag_change_face) { 4101 if (flag_change_face)
4102 {
3778 pl->animation_id = GET_ANIM_ID(change); 4103 pl->animation_id = GET_ANIM_ID (change);
3779 pl->face = change->face; 4104 pl->face = change->face;
3780 4105
3781 if(QUERY_FLAG(change,FLAG_ANIMATE)) 4106 if (QUERY_FLAG (change, FLAG_ANIMATE))
3782 SET_FLAG(pl,FLAG_ANIMATE); 4107 SET_FLAG (pl, FLAG_ANIMATE);
3783 else 4108 else
3784 CLEAR_FLAG(pl,FLAG_ANIMATE); 4109 CLEAR_FLAG (pl, FLAG_ANIMATE);
3785 } 4110 }
3786 4111
3787 /* check the special case of can't use weapons */ 4112 /* check the special case of can't use weapons */
3788 /*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); */
3789 if(!strcmp(change->name,"monk")) CLEAR_FLAG(pl,FLAG_USE_WEAPON); 4114 if (!strcmp (change->name, "monk"))
4115 CLEAR_FLAG (pl, FLAG_USE_WEAPON);
3790 4116
3791 break; 4117 break;
3792 } 4118 }
3793 } 4119 }
3794} 4120}
3795 4121
3796/** 4122/**
3801 * 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.
3802 * The format is as follow: transformer:[number ]yield[;transformer:...]. 4128 * The format is as follow: transformer:[number ]yield[;transformer:...].
3803 * 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.
3804 * 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.
3805 */ 4131 */
4132void
3806void apply_item_transformer( object* pl, object* transformer ) 4133apply_item_transformer (object *pl, object *transformer)
3807 { 4134{
3808 object* marked; 4135 object *marked;
3809 object* new_item; 4136 object *new_item;
3810 char* find; 4137 char *find;
3811 char* separator; 4138 char *separator;
3812 int yield; 4139 int yield;
3813 char got[ MAX_BUF ]; 4140 char got[MAX_BUF];
3814 int len; 4141 int len;
3815 4142
3816 if ( !pl || !transformer ) 4143 if (!pl || !transformer)
3817 return; 4144 return;
3818 marked = find_marked_object( pl ); 4145 marked = find_marked_object (pl);
3819 if ( !marked ) 4146 if (!marked)
3820 { 4147 {
3821 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));
3822 return; 4149 return;
3823 } 4150 }
3824 if ( !marked->slaying ) 4151 if (!marked->slaying)
3825 { 4152 {
3826 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));
3827 return; 4154 return;
3828 } 4155 }
3829 /* check whether they are compatible or not */ 4156 /* check whether they are compatible or not */
3830 find = strstr( marked->slaying, transformer->arch->name ); 4157 find = strstr (marked->slaying, transformer->arch->name);
3831 if ( !find || ( *( find + strlen( transformer->arch->name ) ) != ':' ) ) 4158 if (!find || (*(find + strlen (transformer->arch->name)) != ':'))
3832 { 4159 {
3833 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));
3834 return; 4161 return;
3835 } 4162 }
3836 find += strlen( transformer->arch->name ) + 1; 4163 find += strlen (transformer->arch->name) + 1;
3837 /* 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 */
3838 if ( isdigit( *( find ) ) ) 4165 if (isdigit (*(find)))
3839 { 4166 {
3840 yield = atoi( find ); 4167 yield = atoi (find);
3841 if ( yield < 1 ) 4168 if (yield < 1)
3842 { 4169 {
3843 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);
3844 yield = 1; 4171 yield = 1;
3845 } 4172 }
3846 } 4173 }
3847 else 4174 else
3848 yield = 1; 4175 yield = 1;
3849 4176
3850 while ( isdigit( *find ) ) 4177 while (isdigit (*find))
3851 find++; 4178 find++;
3852 while ( *find == ' ' ) 4179 while (*find == ' ')
3853 find++; 4180 find++;
3854 memset( got, 0, MAX_BUF ); 4181 memset (got, 0, MAX_BUF);
3855 if ( (separator = strchr( find, ';' ))!=NULL) 4182 if ((separator = strchr (find, ';')) != NULL)
3856 { 4183 {
3857 len = separator - find; 4184 len = separator - find;
3858 } 4185 }
3859 else 4186 else
3860 { 4187 {
3861 len = strlen(find); 4188 len = strlen (find);
3862 } 4189 }
3863 if ( len > MAX_BUF-1) 4190 if (len > MAX_BUF - 1)
3864 len = MAX_BUF-1; 4191 len = MAX_BUF - 1;
3865 strcpy( got, find ); 4192 strcpy (got, find);
3866 got[len] = '\0'; 4193 got[len] = '\0';
3867 4194
3868 /* Now create new item, remove used ones when required. */ 4195 /* Now create new item, remove used ones when required. */
3869 new_item = get_archetype( got ); 4196 new_item = get_archetype (got);
3870 if ( !new_item ) 4197 if (!new_item)
3871 { 4198 {
3872 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));
3873 return; 4200 return;
3874 } 4201 }
4202
3875 new_item->nrof = yield; 4203 new_item->nrof = yield;
3876 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));
3877 insert_ob_in_ob( new_item, pl ); 4205 insert_ob_in_ob (new_item, pl);
3878 esrv_send_inventory( pl, pl ); 4206 esrv_send_inventory (pl, pl);
3879 /* Eat up one item */ 4207 /* Eat up one item */
3880 decrease_ob_nr( marked, 1 ); 4208 decrease_ob_nr (marked, 1);
3881 /* Eat one transformer if needed */ 4209 /* Eat one transformer if needed */
3882 if ( transformer->stats.food ) 4210 if (transformer->stats.food)
3883 if ( --transformer->stats.food == 0 ) 4211 if (--transformer->stats.food == 0)
3884 decrease_ob_nr( transformer, 1 ); 4212 decrease_ob_nr (transformer, 1);
3885 } 4213}

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