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/cvs/deliantra/server/server/apply.C
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Comparing deliantra/server/server/apply.C (file contents):
Revision 1.21 by pippijn, Thu Sep 7 10:01:57 2006 UTC vs.
Revision 1.43 by root, Tue Dec 19 05:12:52 2006 UTC

1/*
2 * static char *rcsid_apply_c =
3 * "$Id: apply.C,v 1.21 2006/09/07 10:01:57 pippijn Exp $";
4 */
5/* 1/*
6 CrossFire, A Multiplayer game for X-windows 2 CrossFire, A Multiplayer game for X-windows
7 3
8 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 4 Copyright (C) 2001 Mark Wedel & Crossfire Development Team
9 Copyright (C) 1992 Frank Tore Johansen 5 Copyright (C) 1992 Frank Tore Johansen
20 16
21 You should have received a copy of the GNU General Public License 17 You should have received a copy of the GNU General Public License
22 along with this program; if not, write to the Free Software 18 along with this program; if not, write to the Free Software
23 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
24 20
25 The authors can be reached via e-mail to crossfire-devel@real-time.com 21 The authors can be reached via e-mail to <crossfire@schmorp.de>
26*/ 22*/
27 23
28#include <global.h> 24#include <global.h>
29#include <living.h> 25#include <living.h>
30#include <spells.h> 26#include <spells.h>
31#include <skills.h> 27#include <skills.h>
32#include <tod.h> 28#include <tod.h>
33 29
34#ifndef __CEXTRACT__ 30#ifndef __CEXTRACT__
35#include <sproto.h> 31# include <sproto.h>
36#endif 32#endif
37 33
38/* Want this regardless of rplay. */ 34/* Want this regardless of rplay. */
39#include <sounds.h> 35#include <sounds.h>
40 36
43 39
44/** 40/**
45 * Check if op should abort moving victim because of it's race or slaying. 41 * Check if op should abort moving victim because of it's race or slaying.
46 * Returns 1 if it should abort, returns 0 if it should continue. 42 * Returns 1 if it should abort, returns 0 if it should continue.
47 */ 43 */
44int
48int should_director_abort(object *op, object *victim) 45should_director_abort (object *op, object *victim)
49{ 46{
50 int arch_flag, name_flag, race_flag; 47 int arch_flag, name_flag, race_flag;
48
51 /* Get flags to determine what of arch, name, and race should be checked. 49 /* Get flags to determine what of arch, name, and race should be checked.
52 * This is stored in subtype, and is a bitmask, the LSB is the arch flag, 50 * This is stored in subtype, and is a bitmask, the LSB is the arch flag,
53 * the next is the name flag, and the last is the race flag. Also note, 51 * the next is the name flag, and the last is the race flag. Also note,
54 * if subtype is set to zero, that also goes to defaults of all affecting 52 * if subtype is set to zero, that also goes to defaults of all affecting
55 * it. Examples: 53 * it. Examples:
56 * subtype 1: only arch 54 * subtype 1: only arch
57 * subtype 3: arch or name 55 * subtype 3: arch or name
58 * subtype 5: arch or race 56 * subtype 5: arch or race
59 * subtype 7: all three 57 * subtype 7: all three
60 */ 58 */
61 if (op->subtype) 59 if (op->subtype)
62 { 60 {
63 arch_flag = (op->subtype & 1); 61 arch_flag = (op->subtype & 1);
64 name_flag = (op->subtype & 2); 62 name_flag = (op->subtype & 2);
65 race_flag = (op->subtype & 4); 63 race_flag = (op->subtype & 4);
66 } else { 64 }
65 else
66 {
67 arch_flag = 1; 67 arch_flag = 1;
68 name_flag = 1; 68 name_flag = 1;
69 race_flag = 1; 69 race_flag = 1;
70 } 70 }
71 /* If the director has race set, only affect objects with a arch, 71 /* If the director has race set, only affect objects with a arch,
72 * name or race that matches. 72 * name or race that matches.
73 */ 73 */
74 if ( (op->race) && 74 if ((op->race) &&
75 ((!(victim->arch && arch_flag && victim->arch->name) || strcmp(op->race, victim->arch->name))) && 75 ((!(victim->arch && arch_flag && victim->arch->name) || strcmp (op->race, victim->arch->name))) &&
76 ((!(victim->name && name_flag) || strcmp(op->race, victim->name))) && 76 ((!(victim->name && name_flag) || strcmp (op->race, victim->name))) &&
77 ((!(victim->race && race_flag) || strcmp(op->race, victim->race))) ) { 77 ((!(victim->race && race_flag) || strcmp (op->race, victim->race))))
78 {
78 return 1; 79 return 1;
79 } 80 }
80 /* If the director has slaying set, only affect objects where none 81 /* If the director has slaying set, only affect objects where none
81 * of arch, name, or race match. 82 * of arch, name, or race match.
82 */ 83 */
83 if ( (op->slaying) && (
84 ((victim->arch && arch_flag && victim->arch->name && !strcmp(op->slaying, victim->arch->name))) || 84 if ((op->slaying) && (((victim->arch && arch_flag && victim->arch->name && !strcmp (op->slaying, victim->arch->name))) ||
85 ((victim->name && name_flag && !strcmp(op->slaying, victim->name))) || 85 ((victim->name && name_flag && !strcmp (op->slaying, victim->name))) ||
86 ((victim->race && race_flag && !strcmp(op->slaying, victim->race)))) ) { 86 ((victim->race && race_flag && !strcmp (op->slaying, victim->race)))))
87 {
87 return 1; 88 return 1;
88 } 89 }
89 return 0; 90 return 0;
90} 91}
91 92
92/** 93/**
93 * This handles a player dropping money on an altar to identify stuff. 94 * This handles a player dropping money on an altar to identify stuff.
94 * It'll identify marked item, if none all items up to dropped money. 95 * It'll identify marked item, if none all items up to dropped money.
95 * Return value: 1 if money was destroyed, 0 if not. 96 * Return value: 1 if money was destroyed, 0 if not.
96 */ 97 */
98static int
97static int apply_id_altar (object *money, object *altar, object *pl) 99apply_id_altar (object *money, object *altar, object *pl)
98{ 100{
99 object *id, *marked; 101 object *id, *marked;
100 int success=0; 102 int success = 0;
101 103
102 if (pl == NULL || pl->type != PLAYER) 104 if (pl == NULL || pl->type != PLAYER)
103 return 0; 105 return 0;
104 106
105 /* Check for MONEY type is a special hack - it prevents 'nothing needs 107 /* Check for MONEY type is a special hack - it prevents 'nothing needs
106 * identifying' from being printed out more than it needs to be. 108 * identifying' from being printed out more than it needs to be.
107 */ 109 */
108 if ( ! check_altar_sacrifice (altar, money) || money->type != MONEY) 110 if (!check_altar_sacrifice (altar, money) || money->type != MONEY)
109 return 0; 111 return 0;
110 112
111 marked = find_marked_object (pl); 113 marked = find_marked_object (pl);
112 /* if the player has a marked item, identify that if it needs to be 114 /* if the player has a marked item, identify that if it needs to be
113 * identified. IF it doesn't, then go through the player inventory. 115 * identified. IF it doesn't, then go through the player inventory.
114 */ 116 */
115 if (marked && ! QUERY_FLAG (marked, FLAG_IDENTIFIED) 117 if (marked && !QUERY_FLAG (marked, FLAG_IDENTIFIED) && need_identify (marked))
116 && need_identify (marked))
117 { 118 {
118 if (operate_altar (altar, &money)) { 119 if (operate_altar (altar, &money))
120 {
119 identify (marked); 121 identify (marked);
120 new_draw_info_format(NDI_UNIQUE, 0, pl, 122 new_draw_info_format (NDI_UNIQUE, 0, pl, "You have %s.", long_desc (marked, pl));
121 "You have %s.", long_desc(marked, pl));
122 if (marked->msg) { 123 if (marked->msg)
124 {
123 new_draw_info(NDI_UNIQUE, 0,pl, "The item has a story:"); 125 new_draw_info (NDI_UNIQUE, 0, pl, "The item has a story:");
124 new_draw_info(NDI_UNIQUE, 0,pl, marked->msg); 126 new_draw_info (NDI_UNIQUE, 0, pl, marked->msg);
125 } 127 }
126 return money == NULL; 128 return money == NULL;
127 } 129 }
128 } 130 }
129 131
130 for (id=pl->inv; id; id=id->below) { 132 for (id = pl->inv; id; id = id->below)
133 {
131 if (!QUERY_FLAG(id, FLAG_IDENTIFIED) && !id->invisible && 134 if (!QUERY_FLAG (id, FLAG_IDENTIFIED) && !id->invisible && need_identify (id))
132 need_identify(id)) { 135 {
133 if (operate_altar(altar,&money)) { 136 if (operate_altar (altar, &money))
137 {
134 identify(id); 138 identify (id);
135 new_draw_info_format(NDI_UNIQUE, 0, pl, 139 new_draw_info_format (NDI_UNIQUE, 0, pl, "You have %s.", long_desc (id, pl));
136 "You have %s.", long_desc(id, pl));
137 if (id->msg) { 140 if (id->msg)
141 {
138 new_draw_info(NDI_UNIQUE, 0,pl, "The item has a story:"); 142 new_draw_info (NDI_UNIQUE, 0, pl, "The item has a story:");
139 new_draw_info(NDI_UNIQUE, 0,pl, id->msg); 143 new_draw_info (NDI_UNIQUE, 0, pl, id->msg);
140 }
141 success=1;
142 /* If no more money, might as well quit now */
143 if (money == NULL || ! check_altar_sacrifice (altar,money))
144 break;
145 } 144 }
145 success = 1;
146 /* If no more money, might as well quit now */
147 if (money == NULL || !check_altar_sacrifice (altar, money))
148 break;
149 }
146 else { 150 else
151 {
147 LOG(llevError,"check_id_altar: Couldn't do sacrifice when we should have been able to\n"); 152 LOG (llevError, "check_id_altar: Couldn't do sacrifice when we should have been able to\n");
148 break; 153 break;
149 } 154 }
150 } 155 }
151 } 156 }
157 if (!success)
152 if (!success) new_draw_info(NDI_UNIQUE, 0,pl,"You have nothing that needs identifying"); 158 new_draw_info (NDI_UNIQUE, 0, pl, "You have nothing that needs identifying");
153 return money == NULL; 159 return money == NULL;
154} 160}
155 161
156/** 162/**
157 * This checks whether the object has a "on_use_yield" field, and if so generated and drops 163 * This checks whether the object has a "on_use_yield" field, and if so generated and drops
158 * matching item. 164 * matching item.
159 **/ 165 **/
166static void
160static void handle_apply_yield(object* tmp) 167handle_apply_yield (object *tmp)
161{ 168{
162 const char* yield; 169 const char *yield;
163 170
164 yield = get_ob_key_value(tmp,"on_use_yield"); 171 yield = get_ob_key_value (tmp, "on_use_yield");
165 if (yield != NULL) 172 if (yield != NULL)
166 { 173 {
167 object* drop = get_archetype(yield); 174 object *drop = get_archetype (yield);
175
168 if (tmp->env) 176 if (tmp->env)
169 { 177 {
170 drop = insert_ob_in_ob(drop,tmp->env); 178 drop = insert_ob_in_ob (drop, tmp->env);
171 if (tmp->env->type == PLAYER) 179 if (tmp->env->type == PLAYER)
172 esrv_send_item(tmp->env,drop); 180 esrv_send_item (tmp->env, drop);
173 } 181 }
174 else 182 else
175 { 183 {
176 drop->x = tmp->x; 184 drop->x = tmp->x;
177 drop->y = tmp->y; 185 drop->y = tmp->y;
178 insert_ob_in_map(drop,tmp->map,tmp,INS_BELOW_ORIGINATOR); 186 insert_ob_in_map (drop, tmp->map, tmp, INS_BELOW_ORIGINATOR);
179 } 187 }
180 } 188 }
181} 189}
182 190
183/** 191/**
184 * Handles applying a potion. 192 * Handles applying a potion.
185 */ 193 */
194int
186int apply_potion (object * op, object * tmp) 195apply_potion (object *op, object *tmp)
187{ 196{
188 int got_one = 0, i; 197 int got_one = 0, i;
189 object *force = 0, *floor = 0; 198 object *force = 0, *floor = 0;
190 199
191 floor = get_map_ob (op->map, op->x, op->y); 200 floor = get_map_ob (op->map, op->x, op->y);
192 201
193 if (get_map_flags(op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE) 202 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE)
194 { 203 {
195 if (op->type == PLAYER) 204 if (op->type == PLAYER)
196 new_draw_info (NDI_UNIQUE, 0, op,
197 "Gods prevent you from using this here, it's sacred ground!" 205 new_draw_info (NDI_UNIQUE, 0, op, "Gods prevent you from using this here, it's sacred ground!");
198 );
199 CLEAR_FLAG (tmp, FLAG_APPLIED); 206 CLEAR_FLAG (tmp, FLAG_APPLIED);
200 return 0; 207 return 0;
201 } 208 }
202 209
203 if (op->type == PLAYER) 210 if (op->type == PLAYER)
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 uint32 price_in; 918 uint32 price_in;
898 919
899 /* We make some assumptions - we assume if it takes money as it type, 920 /* We make some assumptions - we assume if it takes money as it type,
900 * it wants some amount. We don't make change (ie, if something costs 921 * it wants some amount. We don't make change (ie, if something costs
901 * 3 gp and player drops a platinum, tough luck) 922 * 3 gp and player drops a platinum, tough luck)
902 */ 923 */
903 if (!strcmp(CONV_FROM(converter),"money")) { 924 if (!strcmp (CONV_FROM (converter), "money"))
925 {
904 int cost; 926 int cost;
905 927
906 if(item->type!=MONEY) 928 if (item->type != MONEY)
907 return 0; 929 return 0;
908 930
909 nr=(item->nrof*item->value)/CONV_NEED(converter); 931 nr = (item->nrof * item->value) / CONV_NEED (converter);
932 if (!nr)
910 if (!nr) return 0; 933 return 0;
911 cost=nr*CONV_NEED(converter)/item->value; 934 cost = nr * CONV_NEED (converter) / item->value;
912 /* take into account rounding errors */ 935 /* take into account rounding errors */
913 if (nr*CONV_NEED(converter)%item->value) cost++; 936 if (nr * CONV_NEED (converter) % item->value)
937 cost++;
914 decrease_ob_nr(item, cost); 938 decrease_ob_nr (item, cost);
915 939
916 price_in = cost*item->value; 940 price_in = cost * item->value;
941 }
942 else
917 } 943 {
918 else {
919 if(item->type==PLAYER||CONV_FROM(converter)!=item->arch->name|| 944 if (item->type == PLAYER || CONV_FROM (converter) != item->arch->name ||
920 (CONV_NEED(converter) && CONV_NEED(converter) > (uint16) item->nrof)) 945 (CONV_NEED (converter) && CONV_NEED (converter) > (uint16) item->nrof))
921 return 0; 946 return 0;
922 947
923 if(CONV_NEED(converter)) { 948 if (CONV_NEED (converter))
949 {
924 nr=item->nrof/CONV_NEED(converter); 950 nr = item->nrof / CONV_NEED (converter);
925 decrease_ob_nr(item,nr*CONV_NEED(converter)); 951 decrease_ob_nr (item, nr * CONV_NEED (converter));
926 price_in = nr*CONV_NEED(converter)*item->value; 952 price_in = nr * CONV_NEED (converter) * item->value;
953 }
927 } else { 954 else
955 {
928 price_in = item->value; 956 price_in = item->value;
929 remove_ob(item); 957 item->destroy ();
930 free_object(item);
931 } 958 }
932 } 959 }
933 960
934 if (converter->inv != NULL) { 961 if (converter->inv != NULL)
962 {
935 object *ob; 963 object *ob;
936 int i; 964 int i;
937 object *ob_to_copy; 965 object *ob_to_copy;
938 966
939 /* select random object from inventory to copy */ 967 /* select random object from inventory to copy */
940 ob_to_copy = converter->inv; 968 ob_to_copy = converter->inv;
941 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 {
942 if (rndm(0, i) == 0) { 971 if (rndm (0, i) == 0)
972 {
943 ob_to_copy = ob; 973 ob_to_copy = ob;
944 } 974 }
945 } 975 }
946 item = object_create_clone(ob_to_copy); 976 item = object_create_clone (ob_to_copy);
947 CLEAR_FLAG(item, FLAG_IS_A_TEMPLATE); 977 CLEAR_FLAG (item, FLAG_IS_A_TEMPLATE);
948 unflag_inv(item, FLAG_IS_A_TEMPLATE); 978 unflag_inv (item, FLAG_IS_A_TEMPLATE);
949 } else { 979 }
980 else
981 {
950 if (converter->other_arch == NULL) { 982 if (converter->other_arch == NULL)
983 {
951 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",
952 &converter->name, converter->map->path, converter->x, converter->y); 985 &converter->name, converter->map->path, converter->x, converter->y);
953 return -1; 986 return -1;
954 } 987 }
955 988
956 item = object_create_arch(converter->other_arch); 989 item = object_create_arch (converter->other_arch);
957 fix_generated_item(item, converter, 0, 0, GT_MINIMAL); 990 fix_generated_item (item, converter, 0, 0, GT_MINIMAL);
958 } 991 }
959 992
960 if(CONV_NR(converter)) 993 if (CONV_NR (converter))
961 item->nrof=CONV_NR(converter); 994 item->nrof = CONV_NR (converter);
962 if(nr) 995 if (nr)
963 item->nrof*=nr; 996 item->nrof *= nr;
964 if(is_in_shop (converter)) 997 if (is_in_shop (converter))
965 SET_FLAG(item,FLAG_UNPAID); 998 SET_FLAG (item, FLAG_UNPAID);
966 else if(price_in < item->nrof*item->value) { 999 else if (price_in < item->nrof * item->value)
1000 {
967 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",
968 &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);
969 item->nrof*item->value, &item->name); 1003
970 /** 1004 /**
971 * 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
972 * propably had something in mind when doing this 1006 * propably had something in mind when doing this
973 */ 1007 */
974 } 1008 }
975 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);
976 return 1; 1010 return 1;
977} 1011}
978 1012
979/** 1013/**
980 * Handle apply on containers. 1014 * Handle apply on containers.
981 * By Eneq(@csd.uu.se). 1015 * By Eneq(@csd.uu.se).
982 * 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]
983 * added the alchemical cauldron to the code -b.t. 1017 * added the alchemical cauldron to the code -b.t.
984 */ 1018 */
985 1019
1020int
986int apply_container (object *op, object *sack) 1021apply_container (object *op, object *sack)
987{ 1022{
988 char buf[MAX_BUF]; 1023 char buf[MAX_BUF];
989 object *tmp; 1024 object *tmp;
990 1025
991 if(op->type!=PLAYER) 1026 if (op->type != PLAYER)
992 return 0; /* This might change */ 1027 return 0; /* This might change */
993 1028
994 if (sack==NULL || sack->type != CONTAINER) { 1029 if (sack == NULL || sack->type != CONTAINER)
1030 {
995 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]");
996 return 0; 1032 return 0;
997 } 1033 }
998 op->contr->last_used = NULL; 1034
999 op->contr->last_used_id = 0; 1035 op->contr->last_used = 0;
1000 1036
1001 if (sack->env!=op) { 1037 if (sack->env != op)
1038 {
1002 if (sack->other_arch == NULL || sack->env != NULL) { 1039 if (sack->other_arch == NULL || sack->env != NULL)
1040 {
1003 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.");
1004 return 1; 1042 return 1;
1005 } 1043 }
1044
1006 /* It's on the ground, the problems begin */ 1045 /* It's on the ground, the problems begin */
1007 if (op->container != sack) { 1046 if (op->container != sack)
1047 {
1008 /* it's closed OR some player has opened it */ 1048 /* it's closed OR some player has opened it */
1009 if (QUERY_FLAG(sack, FLAG_APPLIED)) { 1049 if (QUERY_FLAG (sack, FLAG_APPLIED))
1010 for(tmp=get_map_ob(sack->map, sack->x, sack->y); 1050 {
1011 tmp && tmp->container != sack; tmp=tmp->above); 1051 for (tmp = get_map_ob (sack->map, sack->x, sack->y); tmp && tmp->container != sack; tmp = tmp->above);
1012 if (tmp) { 1052 if (tmp)
1053 {
1013 /* some other player have opened it */ 1054 /* some other player have opened it */
1014 new_draw_info_format(NDI_UNIQUE, 0, op, 1055 new_draw_info_format (NDI_UNIQUE, 0, op, "%s is already occupied.", query_name (sack));
1015 "%s is already occupied.", query_name(sack));
1016 return 1; 1056 return 1;
1017 } 1057 }
1018 } 1058 }
1019 } 1059 }
1020 if ( QUERY_FLAG(sack, FLAG_APPLIED)) { 1060 if (QUERY_FLAG (sack, FLAG_APPLIED))
1061 {
1021 if (op->container == NULL) { 1062 if (op->container == NULL)
1063 {
1022 tmp = arch_to_object (sack->other_arch); 1064 tmp = arch_to_object (sack->other_arch);
1023 /* not good, but insert_ob_in_ob() is too smart */ 1065 /* not good, but insert_ob_in_ob() is too smart */
1024 CLEAR_FLAG (tmp, FLAG_REMOVED); 1066 CLEAR_FLAG (tmp, FLAG_REMOVED);
1025 tmp->x= tmp->y = 0; 1067 tmp->x = tmp->y = 0;
1026 tmp->map = NULL; 1068 tmp->map = NULL;
1027 tmp->env = sack; 1069 tmp->env = sack;
1028 if (sack->inv) 1070 if (sack->inv)
1029 sack->inv->above = tmp; 1071 sack->inv->above = tmp;
1030 tmp->below = sack->inv; 1072 tmp->below = sack->inv;
1031 tmp->above = NULL; 1073 tmp->above = NULL;
1032 sack->inv = tmp; 1074 sack->inv = tmp;
1033 sack->move_off = MOVE_ALL; /* trying force closing it */ 1075 sack->move_off = MOVE_ALL; /* trying force closing it */
1076 }
1034 } else { 1077 else
1078 {
1035 sack->move_off = 0; 1079 sack->move_off = 0;
1036 tmp = sack->inv; 1080 tmp = sack->inv;
1081
1037 if (tmp && tmp->type == CLOSE_CON) { 1082 if (tmp && tmp->type == CLOSE_CON)
1038 remove_ob(tmp); 1083 tmp->destroy ();
1039 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;
1040 } 1130 }
1041 } 1131 }
1042 }
1043 }
1044
1045 if (QUERY_FLAG (sack, FLAG_APPLIED)) {
1046 if (op->container) {
1047 if (op->container != sack) {
1048 tmp = op->container;
1049 apply_container (op, tmp);
1050 sprintf (buf, "You close %s and open ", query_name(tmp));
1051 op->container = sack;
1052 strcat (buf, query_name(sack));
1053 strcat (buf, ".");
1054 } else { 1132 else
1055 CLEAR_FLAG (sack, FLAG_APPLIED); 1133 {
1056 op->container = NULL;
1057 sprintf (buf, "You close %s.", query_name(sack)); 1134 sprintf (buf, "You don't have the key to unlock %s.", query_name (sack));
1058 } 1135 }
1136 }
1059 } else { 1137 else
1060 CLEAR_FLAG (sack, FLAG_APPLIED); 1138 {
1061 sprintf (buf, "You open %s.", query_name(sack)); 1139 sprintf (buf, "You readied %s.", query_name (sack));
1062 SET_FLAG (sack, FLAG_APPLIED); 1140 SET_FLAG (sack, FLAG_APPLIED);
1063 op->container = sack; 1141 if (sack->env == NULL)
1064 } 1142 { /* if it's on ground,open it also */
1065 } else { /* not applied */
1066 if (sack->slaying) { /* it's locked */
1067 tmp = find_key(op, op, sack);
1068 if (tmp) {
1069 sprintf (buf, "You unlock %s with %s.", query_name(sack), query_name(tmp));
1070 SET_FLAG (sack, FLAG_APPLIED);
1071 if (sack->env == NULL) { /* if it's on ground,open it also */
1072 new_draw_info (NDI_UNIQUE,0,op, buf); 1143 new_draw_info (NDI_UNIQUE, 0, op, buf);
1073 apply_container (op, sack); 1144 apply_container (op, sack);
1074 return 1; 1145 return 1;
1075 } 1146 }
1076 } else {
1077 sprintf (buf, "You don't have the key to unlock %s.",
1078 query_name(sack));
1079 } 1147 }
1080 } else {
1081 sprintf (buf, "You readied %s.", query_name(sack));
1082 SET_FLAG (sack, FLAG_APPLIED);
1083 if (sack->env == NULL) { /* if it's on ground,open it also */
1084 new_draw_info (NDI_UNIQUE, 0, op, buf);
1085 apply_container (op, sack);
1086 return 1;
1087 }
1088 }
1089 } 1148 }
1149
1090 new_draw_info (NDI_UNIQUE, 0, op, buf); 1150 new_draw_info (NDI_UNIQUE, 0, op, buf);
1091 if (op->contr) op->contr->socket.update_look=1; 1151
1152 if (op->contr)
1153 op->contr->socket->floorbox_update ();
1154
1092 return 1; 1155 return 1;
1093} 1156}
1094 1157
1095/** 1158/**
1096 * 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
1097 * the player has in their inventory, eg, sacks, luggages, etc. 1160 * the player has in their inventory, eg, sacks, luggages, etc.
1104 * Reminder - there are three states for any container - closed (non applied), 1167 * Reminder - there are three states for any container - closed (non applied),
1105 * applied (not open, but objects that match get tossed into it), and open 1168 * applied (not open, but objects that match get tossed into it), and open
1106 * (applied flag set, and op->container points to the open container) 1169 * (applied flag set, and op->container points to the open container)
1107 */ 1170 */
1108 1171
1172int
1109int esrv_apply_container (object *op, object *sack) 1173esrv_apply_container (object *op, object *sack)
1110{ 1174{
1111 object *tmp=op->container; 1175 object *tmp = op->container;
1176
1112 if(op->type!=PLAYER) 1177 if (op->type != PLAYER)
1113 return 0; /* This might change */ 1178 return 0; /* This might change */
1114 1179
1115 if (sack==NULL || sack->type != CONTAINER) { 1180 if (sack == NULL || sack->type != CONTAINER)
1181 {
1116 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]");
1117 return 0; 1183 return 0;
1118 } 1184 }
1119 1185
1120 /* 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
1121 * 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
1122 * openening the new container. 1188 * openening the new container.
1123 */ 1189 */
1124 1190
1125 if (op->container && QUERY_FLAG(sack, FLAG_APPLIED)) { 1191 if (op->container && QUERY_FLAG (sack, FLAG_APPLIED))
1126 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 */
1127 op->container->move_off = 0; 1195 op->container->move_off = 0;
1128 } 1196 }
1129 1197
1130 if (INVOKE_OBJECT (CLOSE, tmp, ARG_OBJECT (op))) 1198 if (INVOKE_OBJECT (CLOSE, tmp, ARG_OBJECT (op)))
1131 return 1; 1199 return 1;
1132 1200
1133 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));
1134 query_name(op->container));
1135 CLEAR_FLAG(op->container, FLAG_APPLIED); 1202 CLEAR_FLAG (op->container, FLAG_APPLIED);
1136 op->container=NULL; 1203 op->container = NULL;
1137 esrv_update_item (UPD_FLAGS, op, tmp); 1204 esrv_update_item (UPD_FLAGS, op, tmp);
1138 if (tmp == sack) return 1; 1205 if (tmp == sack)
1206 return 1;
1139 } 1207 }
1140 1208
1141 1209
1142 /* 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),
1143 * 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.
1144 */ 1212 */
1145 1213
1146 if (sack->slaying) { /* it's locked */ 1214 if (sack->slaying)
1215 { /* it's locked */
1147 tmp=find_key(op, op, sack); 1216 tmp = find_key (op, op, sack);
1148 if (tmp) { 1217 if (tmp)
1218 {
1149 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 }
1150 } else { 1221 else
1222 {
1151 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));
1152 query_name(sack));
1153 return 0; 1224 return 0;
1154 } 1225 }
1155 } 1226 }
1156 1227
1157 /* 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
1158 * 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.
1159 */ 1230 */
1160 1231
1161 /* 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
1162 * 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
1163 * 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.
1164 */ 1235 */
1165 1236
1166 1237
1167 if (sack->env != op) { 1238 if (sack->env != op)
1239 {
1168 /* 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
1169 * 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
1170 * try to do it, so lets handle it gracefully. 1242 * try to do it, so lets handle it gracefully.
1171 */ 1243 */
1172 if (sack->env) { 1244 if (sack->env)
1245 {
1173 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));
1174 query_name(sack));
1175 return 0; 1247 return 0;
1176 } 1248 }
1177 /* 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 */
1178 sack->move_off = MOVE_ALL; /* trying force closing it */ 1250 sack->move_off = MOVE_ALL; /* trying force closing it */
1179 1251
1180 CLEAR_FLAG (sack, FLAG_APPLIED); 1252 CLEAR_FLAG (sack, FLAG_APPLIED);
1181 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));
1182 SET_FLAG (sack, FLAG_APPLIED); 1254 SET_FLAG (sack, FLAG_APPLIED);
1183 op->container = sack; 1255 op->container = sack;
1184 esrv_update_item (UPD_FLAGS, op, sack); 1256 esrv_update_item (UPD_FLAGS, op, sack);
1185 esrv_send_inventory (op, sack); 1257 esrv_send_inventory (op, sack);
1186 1258
1187 } else { /* sack is in players inventory */ 1259 }
1188 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 */
1189 CLEAR_FLAG (sack, FLAG_APPLIED); 1264 CLEAR_FLAG (sack, FLAG_APPLIED);
1190 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));
1191 SET_FLAG (sack, FLAG_APPLIED); 1266 SET_FLAG (sack, FLAG_APPLIED);
1192 op->container = sack; 1267 op->container = sack;
1193 esrv_update_item (UPD_FLAGS, op, sack); 1268 esrv_update_item (UPD_FLAGS, op, sack);
1194 esrv_send_inventory (op, sack); 1269 esrv_send_inventory (op, sack);
1270 }
1271 else
1195 } 1272 {
1196 else {
1197 CLEAR_FLAG (sack, FLAG_APPLIED); 1273 CLEAR_FLAG (sack, FLAG_APPLIED);
1198 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));
1199 SET_FLAG (sack, FLAG_APPLIED); 1275 SET_FLAG (sack, FLAG_APPLIED);
1200 esrv_update_item (UPD_FLAGS, op, sack); 1276 esrv_update_item (UPD_FLAGS, op, sack);
1201 } 1277 }
1202 } 1278 }
1203 return 1; 1279 return 1;
1204} 1280}
1205 1281
1206 1282
1207/** 1283/**
1208 * Handles dropping things on altar. 1284 * Handles dropping things on altar.
1209 * Returns true if sacrifice was accepted. 1285 * Returns true if sacrifice was accepted.
1210 */ 1286 */
1287static int
1211static int apply_altar (object *altar, object *sacrifice, object *originator) 1288apply_altar (object *altar, object *sacrifice, object *originator)
1212{ 1289{
1213 /* Only players can make sacrifices on spell casting altars. */ 1290 /* Only players can make sacrifices on spell casting altars. */
1214 if (altar->inv && ( ! originator || originator->type != PLAYER)) 1291 if (altar->inv && (!originator || originator->type != PLAYER))
1215 return 0; 1292 return 0;
1216 1293
1217 if (operate_altar (altar, &sacrifice)) { 1294 if (operate_altar (altar, &sacrifice))
1295 {
1218 /* Simple check. Unfortunately, it means you can't cast magic bullet 1296 /* Simple check. Unfortunately, it means you can't cast magic bullet
1219 * 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
1220 * is up to map designers to use them properly. 1298 * is up to map designers to use them properly.
1221 */ 1299 */
1222 if (altar->inv && altar->inv->type==SPELL) { 1300 if (altar->inv && altar->inv->type == SPELL)
1301 {
1223 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);
1224 cast_spell (originator, altar, 0, altar->inv, NULL); 1303 cast_spell (originator, altar, 0, altar->inv, NULL);
1225 /* If it is connected, push the button. Fixes some problems with 1304 /* If it is connected, push the button. Fixes some problems with
1226 * old maps. 1305 * old maps.
1227 */ 1306 */
1307
1228/* push_button (altar);*/ 1308/* push_button (altar);*/
1309 }
1229 } else { 1310 else
1311 {
1230 altar->value = 1; /* works only once */ 1312 altar->value = 1; /* works only once */
1231 push_button (altar); 1313 push_button (altar);
1232 } 1314 }
1315
1233 return sacrifice == NULL; 1316 return !sacrifice;
1234 } else { 1317 }
1318 else
1235 return 0; 1319 return 0;
1236 }
1237} 1320}
1238
1239 1321
1240/** 1322/**
1241 * Handles 'movement' of shop mats. 1323 * Handles 'movement' of shop mats.
1242 * Returns 1 if 'op' was destroyed, 0 if not. 1324 * Returns 1 if 'op' was destroyed, 0 if not.
1243 * Largely re-written to not use nearly as many gotos, plus 1325 * Largely re-written to not use nearly as many gotos, plus
1244 * some of this code just looked plain out of date. 1326 * some of this code just looked plain out of date.
1245 * MSW 2001-08-29 1327 * MSW 2001-08-29
1246 */ 1328 */
1329int
1247int apply_shop_mat (object * shop_mat, object * op) 1330apply_shop_mat (object *shop_mat, object *op)
1248{ 1331{
1249 int rv = 0; 1332 int rv = 0;
1250 double opinion; 1333 double opinion;
1251 object *tmp, *next; 1334 object *tmp, *next;
1252 1335
1259 * the shop. 1342 * the shop.
1260 */ 1343 */
1261 for (tmp = op->inv; tmp; tmp = next) 1344 for (tmp = op->inv; tmp; tmp = next)
1262 { 1345 {
1263 next = tmp->below; 1346 next = tmp->below;
1347
1264 if (QUERY_FLAG (tmp, FLAG_UNPAID)) 1348 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1265 { 1349 {
1266 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);
1267 1351
1268 remove_ob (tmp); 1352 tmp->remove ();
1353
1269 if (i == -1) 1354 if (i == -1)
1270 i = 0; 1355 i = 0;
1356
1271 tmp->map = op->map; 1357 tmp->map = op->map;
1272 tmp->x = op->x + freearr_x[i]; 1358 tmp->x = op->x + freearr_x[i];
1273 tmp->y = op->y + freearr_y[i]; 1359 tmp->y = op->y + freearr_y[i];
1274 insert_ob_in_map (tmp, op->map, op, 0); 1360 insert_ob_in_map (tmp, op->map, op, 0);
1275 } 1361 }
1285 if (QUERY_FLAG (op, FLAG_UNPAID) || !QUERY_FLAG (op, FLAG_ALIVE)) 1371 if (QUERY_FLAG (op, FLAG_UNPAID) || !QUERY_FLAG (op, FLAG_ALIVE))
1286 { 1372 {
1287 1373
1288 /* Somebody dropped an unpaid item, just move to an adjacent place. */ 1374 /* Somebody dropped an unpaid item, just move to an adjacent place. */
1289 int i = find_free_spot (op, op->map, op->x, op->y, 1, 9); 1375 int i = find_free_spot (op, op->map, op->x, op->y, 1, 9);
1376
1290 if (i != -1) 1377 if (i != -1)
1291 {
1292 rv =
1293 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);
1294 0, shop_mat); 1379
1295 }
1296 return 0; 1380 return 0;
1297 } 1381 }
1298 /* Removed code that checked for multipart objects - it appears that 1382 /* Removed code that checked for multipart objects - it appears that
1299 * the teleport function should be able to handle this just fine. 1383 * the teleport function should be able to handle this just fine.
1300 */ 1384 */
1301 rv = teleport (shop_mat, SHOP_MAT, op); 1385 rv = teleport (shop_mat, SHOP_MAT, op);
1302 } 1386 }
1303 /* immediate block below is only used for players */ 1387 else if (can_pay (op) && get_payment (op))
1304 else if (can_pay (op))
1305 { 1388 {
1306 get_payment (op, op->inv); 1389 /* this is only used for players */
1307 rv = teleport (shop_mat, SHOP_MAT, op); 1390 rv = teleport (shop_mat, SHOP_MAT, op);
1308 1391
1309 if (shop_mat->msg) 1392 if (shop_mat->msg)
1310 {
1311 new_draw_info (NDI_UNIQUE, 0, op, shop_mat->msg); 1393 new_draw_info (NDI_UNIQUE, 0, op, shop_mat->msg);
1312 }
1313 /* 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,
1314 * 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
1315 * actually the shop floor. 1396 * actually the shop floor.
1316 */ 1397 */
1317 else if (!rv && !is_in_shop (op)) 1398 else if (!rv && !is_in_shop (op))
1318 { 1399 {
1319 opinion = shopkeeper_approval (op->map, op); 1400 opinion = shopkeeper_approval (op->map, op);
1401
1320 if (opinion > 0.9) 1402 if (opinion > 0.9)
1321 new_draw_info (NDI_UNIQUE, 0, op, 1403 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper gives you a friendly wave.");
1322 "The shopkeeper gives you a friendly wave.");
1323 else if (opinion > 0.75) 1404 else if (opinion > 0.75)
1324 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.");
1325 else if (opinion > 0.5) 1406 else if (opinion > 0.5)
1326 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper ignores you."); 1407 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper ignores you.");
1327 else 1408 else
1328 new_draw_info (NDI_UNIQUE, 0, op, 1409 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper glares at you with contempt.");
1329 "The shopkeeper glares at you with contempt.");
1330 } 1410 }
1331 } 1411 }
1332 else 1412 else
1333 { 1413 {
1334 /* 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
1335 * 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
1336 * they are not on the mat anymore 1416 * they are not on the mat anymore
1337 */ 1417 */
1338
1339 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
1340 if (i == -1) 1420 if (i == -1)
1341 { 1421 {
1342 LOG (llevError, "Internal shop-mat problem.\n"); 1422 LOG (llevError, "Internal shop-mat problem.\n");
1343 } 1423 }
1344 else 1424 else
1345 { 1425 {
1346 remove_ob (op); 1426 op->remove ();
1347 op->x += freearr_x[i]; 1427 op->x += freearr_x[i];
1348 op->y += freearr_y[i]; 1428 op->y += freearr_y[i];
1349 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;
1350 } 1430 }
1351 } 1431 }
1432
1352 CLEAR_FLAG (op, FLAG_NO_APPLY); 1433 CLEAR_FLAG (op, FLAG_NO_APPLY);
1353 return rv; 1434 return rv;
1354} 1435}
1355 1436
1356/** 1437/**
1357 * Handles applying a sign. 1438 * Handles applying a sign.
1358 */ 1439 */
1440static void
1359static void apply_sign (object *op, object *sign, int autoapply) 1441apply_sign (object *op, object *sign, int autoapply)
1360{ 1442{
1361 readable_message_type* msgType; 1443 readable_message_type *msgType;
1362 char newbuf[HUGE_BUF]; 1444 char newbuf[HUGE_BUF];
1445
1363 if (sign->msg == NULL) { 1446 if (sign->msg == NULL)
1447 {
1364 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.");
1365 return; 1449 return;
1366 } 1450 }
1367 1451
1368 if (sign->stats.food) { 1452 if (sign->stats.food)
1453 {
1369 if (sign->last_eat >= sign->stats.food) { 1454 if (sign->last_eat >= sign->stats.food)
1455 {
1370 if (!sign->move_on) 1456 if (!sign->move_on)
1371 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.");
1372 return; 1458 return;
1373 } 1459 }
1374 1460
1375 if (!QUERY_FLAG(op, FLAG_WIZPASS)) 1461 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1376 sign->last_eat++; 1462 sign->last_eat++;
1377 } 1463 }
1378 1464
1379 /* 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?
1380 * 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
1381 * 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
1382 * to us). 1468 * to us).
1383 */ 1469 */
1384 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)
1385 new_draw_info (NDI_UNIQUE, 0, op, 1471 {
1386 "You are unable to read while blind."); 1472 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind.");
1387 return; 1473 return;
1388 } 1474 }
1389 msgType=get_readable_message_type(sign); 1475 msgType = get_readable_message_type (sign);
1390 snprintf(newbuf,sizeof(newbuf),"%hhu %s", autoapply?1:0, &sign->msg); 1476 snprintf (newbuf, sizeof (newbuf), "%hhu %s", autoapply ? 1 : 0, &sign->msg);
1391 draw_ext_info(NDI_UNIQUE | NDI_NAVY, 0, op, msgType->message_type, msgType->message_subtype, newbuf, &sign->msg); 1477 draw_ext_info (NDI_UNIQUE | NDI_NAVY, 0, op, msgType->message_type, msgType->message_subtype, newbuf, &sign->msg);
1392} 1478}
1393 1479
1394/** 1480/**
1395 * 'victim' moves onto 'trap' 1481 * 'victim' moves onto 'trap'
1396 * 'victim' leaves 'trap' 1482 * 'victim' leaves 'trap'
1398 * 1484 *
1399 * originator: Player, monster or other object that caused 'victim' to move 1485 * originator: Player, monster or other object that caused 'victim' to move
1400 * 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.
1401 * However, some types of traps require an originator to function. 1487 * However, some types of traps require an originator to function.
1402 */ 1488 */
1489void
1403void move_apply (object *trap, object *victim, object *originator) 1490move_apply (object *trap, object *victim, object *originator)
1404{ 1491{
1405 static int recursion_depth = 0; 1492 static int recursion_depth = 0;
1406 1493
1407 /* Only exits affect DMs. */ 1494 /* Only exits affect DMs. */
1408 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)
1409 return; 1496 return;
1410 1497
1411 /* move_apply() is the most likely candidate for causing unwanted and 1498 /* move_apply() is the most likely candidate for causing unwanted and
1412 * possibly unlimited recursion. 1499 * possibly unlimited recursion.
1413 */ 1500 */
1415 * maps to fail. 1) it's not an error to recurse: 1502 * maps to fail. 1) it's not an error to recurse:
1416 * rune detonates, summoning monster. monster lands on nearby rune. 1503 * rune detonates, summoning monster. monster lands on nearby rune.
1417 * nearby rune detonates. This sort of recursion is expected and 1504 * nearby rune detonates. This sort of recursion is expected and
1418 * proper. This code was causing needless crashes. 1505 * proper. This code was causing needless crashes.
1419 */ 1506 */
1420 if (recursion_depth >= 500) { 1507 if (recursion_depth >= 500)
1508 {
1421 LOG (llevDebug, "WARNING: move_apply(): aborting recursion " 1509 LOG (llevDebug, "WARNING: move_apply(): aborting recursion "
1422 "[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);
1423 &trap->arch->name, &trap->name, &victim->arch->name, &victim->name);
1424 return; 1511 return;
1425 } 1512 }
1426 recursion_depth++; 1513 recursion_depth++;
1427 if (trap->head) trap=trap->head; 1514 if (trap->head)
1515 trap = trap->head;
1428 1516
1429 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 }
1430 goto leave; 1541 goto leave;
1431 1542
1432 switch (trap->type) { 1543 case SPINNER:
1433 case PLAYERMOVER: 1544 if (victim->direction)
1434 if (trap->attacktype && (trap->level || victim->type!=PLAYER) && 1545 {
1435 !should_director_abort(trap, victim)) { 1546 victim->direction = absdir (victim->direction - trap->stats.sp);
1436 if (!trap->stats.maxsp) trap->stats.maxsp=2; 1547 update_turn_face (victim);
1548 }
1549 goto leave;
1437 1550
1438 /* Is this correct? From the docs, it doesn't look like it 1551 case DIRECTOR:
1439 * 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)
1440 */ 1595 {
1441 victim->speed_left = -FABS(trap->stats.maxsp*victim->speed/trap->speed); 1596 int tot;
1442 1597
1443 /* 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)
1444 * above with some objects have zero speed, and thus the player 1599 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
1445 * getting permanently paralyzed. 1600 tot += (ab->nrof ? ab->nrof : 1) * ab->weight + ab->carrying;
1446 */ 1601
1447 if (victim->speed_left<-50.0) victim->speed_left=-50.0; 1602 if (!(trap->value = (tot > trap->weight) ? 1 : 0))
1448 /* 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);
1449 } 1607 }
1450 goto leave;
1451 1608
1452 case SPINNER:
1453 if(victim->direction) {
1454 victim->direction=absdir(victim->direction-trap->stats.sp);
1455 update_turn_face(victim);
1456 }
1457 goto leave;
1458
1459 case DIRECTOR:
1460 if(victim->direction && !should_director_abort(trap, victim)) {
1461 victim->direction=trap->stats.sp;
1462 update_turn_face(victim);
1463 }
1464 goto leave;
1465
1466 case BUTTON:
1467 case PEDESTAL:
1468 update_button(trap);
1469 goto leave;
1470
1471 case ALTAR:
1472 /* sacrifice victim on trap */
1473 apply_altar (trap, victim, originator);
1474 goto leave;
1475
1476 case THROWN_OBJ:
1477 if (trap->inv == NULL)
1478 goto leave;
1479 /* fallthrough */
1480
1481 case ARROW:
1482
1483 /* bad bug: monster throw a object, make a step forwards, step on object ,
1484 * trigger this here and get hit by own missile - and will be own enemy.
1485 * Victim then is his own enemy and will start to kill herself (this is
1486 * removed) but we have not synced victim and his missile. To avoid senseless
1487 * action, we avoid hits here
1488 */
1489 if ((QUERY_FLAG (victim, FLAG_ALIVE) && trap->speed) && trap->owner != victim)
1490 hit_with_arrow (trap, victim);
1491 goto leave;
1492
1493 case SPELL_EFFECT:
1494 apply_spell_effect(trap, victim);
1495 goto leave;
1496
1497 case TRAPDOOR:
1498 {
1499 int max, sound_was_played;
1500 object *ab, *ab_next;
1501 if(!trap->value) {
1502 int tot;
1503 for(ab=trap->above,tot=0;ab!=NULL;ab=ab->above)
1504 if ((ab->move_type && trap->move_on) || ab->move_type==0)
1505 tot += (ab->nrof ? ab->nrof : 1) * ab->weight + ab->carrying;
1506
1507 if(!(trap->value=(tot>trap->weight)?1:0))
1508 goto leave;
1509
1510 SET_ANIMATION(trap, trap->value);
1511 update_object(trap,UP_OBJ_FACE);
1512 }
1513
1514 for (ab = trap->above, max=100, sound_was_played = 0; --max && ab; ab=ab_next) { 1609 for (ab = trap->above, max = 100, sound_was_played = 0; --max && ab; ab = ab_next)
1610 {
1515 /* 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,
1516 * ab->above would be bogus 1612 * ab->above would be bogus
1517 */ 1613 */
1518 ab_next = ab->above; 1614 ab_next = ab->above;
1519 1615
1520 if ((ab->move_type && trap->move_on) || ab->move_type==0) { 1616 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
1617 {
1521 if ( ! sound_was_played) { 1618 if (!sound_was_played)
1619 {
1522 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);
1523 sound_was_played = 1; 1621 sound_was_played = 1;
1524 } 1622 }
1525 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!");
1526 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);
1527 } 1625 }
1528 } 1626 }
1529 goto leave; 1627 goto leave;
1530 } 1628 }
1531 1629
1532 1630
1533 case CONVERTER: 1631 case CONVERTER:
1534 if (convert_item (victim, trap) < 0) { 1632 if (convert_item (victim, trap) < 0)
1633 {
1535 object *op; 1634 object *op;
1536 1635
1537 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));
1538 1637
1539 op = get_archetype("burnout"); 1638 op = get_archetype ("burnout");
1540 if (op != NULL) { 1639 if (op != NULL)
1640 {
1541 op->x = trap->x; 1641 op->x = trap->x;
1542 op->y = trap->y; 1642 op->y = trap->y;
1543 insert_ob_in_map(op, trap->map, trap, 0); 1643 insert_ob_in_map (op, trap->map, trap, 0);
1544 } 1644 }
1545 } 1645 }
1546 goto leave; 1646 goto leave;
1547 1647
1548 case TRIGGER_BUTTON: 1648 case TRIGGER_BUTTON:
1549 case TRIGGER_PEDESTAL: 1649 case TRIGGER_PEDESTAL:
1550 case TRIGGER_ALTAR: 1650 case TRIGGER_ALTAR:
1551 check_trigger (trap, victim); 1651 check_trigger (trap, victim);
1552 goto leave; 1652 goto leave;
1553 1653
1554 case DEEP_SWAMP: 1654 case DEEP_SWAMP:
1555 walk_on_deep_swamp (trap, victim); 1655 walk_on_deep_swamp (trap, victim);
1556 goto leave; 1656 goto leave;
1557 1657
1558 case CHECK_INV: 1658 case CHECK_INV:
1559 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)
1560 goto leave; 1665 goto leave;
1561 1666
1562 case HOLE:
1563 /* Hole not open? */
1564 if(trap->stats.wc > 0)
1565 goto leave;
1566
1567 /* Is this a multipart monster and not the head? If so, return. 1667 /* Is this a multipart monster and not the head? If so, return.
1568 * 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.
1569 */ 1683 */
1570 if (victim->head)
1571 goto leave;
1572
1573 play_sound_map (victim->map, victim->x, victim->y, SOUND_FALL_HOLE);
1574 new_draw_info (NDI_UNIQUE, 0, victim, "You fall through the hole!\n");
1575 transfer_ob (victim, EXIT_X (trap), EXIT_Y (trap), 1, victim);
1576 goto leave;
1577
1578 case EXIT:
1579 if (victim->type == PLAYER && EXIT_PATH (trap)) {
1580 /* Basically, don't show exits leading to random maps the
1581 * players output.
1582 */
1583 if (trap->msg && strncmp(EXIT_PATH(trap),"/!",2) && strncmp(EXIT_PATH(trap), "/random/", 8)) 1684 if (trap->msg && strncmp (EXIT_PATH (trap), "/!", 2) && strncmp (EXIT_PATH (trap), "/random/", 8))
1584 new_draw_info (NDI_NAVY, 0, victim, trap->msg); 1685 new_draw_info (NDI_NAVY, 0, victim, trap->msg);
1585 enter_exit (victim, trap); 1686 enter_exit (victim, trap);
1586 } 1687 }
1587 goto leave; 1688 goto leave;
1588 1689
1589 case ENCOUNTER: 1690 case ENCOUNTER:
1590 /* may be some leftovers on this */ 1691 /* may be some leftovers on this */
1591 goto leave; 1692 goto leave;
1592 1693
1593 case SHOP_MAT: 1694 case SHOP_MAT:
1594 apply_shop_mat (trap, victim); 1695 apply_shop_mat (trap, victim);
1595 goto leave; 1696 goto leave;
1596 1697
1597 /* Drop a certain amount of gold, and have one item identified */ 1698 /* Drop a certain amount of gold, and have one item identified */
1598 case IDENTIFY_ALTAR: 1699 case IDENTIFY_ALTAR:
1599 apply_id_altar (victim, trap, originator); 1700 apply_id_altar (victim, trap, originator);
1600 goto leave; 1701 goto leave;
1601 1702
1602 case SIGN: 1703 case SIGN:
1603 if (victim->type != PLAYER && trap->stats.food > 0) 1704 if (victim->type != PLAYER && trap->stats.food > 0)
1604 goto leave; /* monsters musn't apply magic_mouths with counters */ 1705 goto leave; /* monsters musn't apply magic_mouths with counters */
1605 1706
1606 apply_sign (victim, trap, 1); 1707 apply_sign (victim, trap, 1);
1607 goto leave; 1708 goto leave;
1608 1709
1609 case CONTAINER: 1710 case CONTAINER:
1610 if (victim->type==PLAYER) 1711 if (victim->type == PLAYER)
1611 (void) esrv_apply_container (victim, trap); 1712 (void) esrv_apply_container (victim, trap);
1612 else 1713 else
1613 (void) apply_container (victim, trap); 1714 (void) apply_container (victim, trap);
1614 goto leave; 1715 goto leave;
1615 1716
1616 case RUNE: 1717 case RUNE:
1617 case TRAP: 1718 case TRAP:
1618 if (trap->level && QUERY_FLAG (victim, FLAG_ALIVE)) { 1719 if (trap->level && QUERY_FLAG (victim, FLAG_ALIVE))
1720 {
1619 spring_trap(trap, victim); 1721 spring_trap (trap, victim);
1620 } 1722 }
1621 goto leave; 1723 goto leave;
1622 1724
1623 default: 1725 default:
1624 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 "
1625 "handled in move_apply()\n", &trap->name, &trap->arch->name, 1727 "handled in move_apply()\n", &trap->name, &trap->arch->name, trap->type);
1626 trap->type);
1627 goto leave; 1728 goto leave;
1628 } 1729 }
1629 1730
1630 leave: 1731leave:
1631 recursion_depth--; 1732 recursion_depth--;
1632} 1733}
1633 1734
1634/** 1735/**
1635 * Handles reading a regular (ie not containing a spell) book. 1736 * Handles reading a regular (ie not containing a spell) book.
1636 */ 1737 */
1738static void
1637static void apply_book (object *op, object *tmp) 1739apply_book (object *op, object *tmp)
1638{ 1740{
1639 int lev_diff; 1741 int lev_diff;
1640 object *skill_ob; 1742 object *skill_ob;
1641 1743
1642 if(QUERY_FLAG(op, FLAG_BLIND)&&!QUERY_FLAG(op,FLAG_WIZ)) { 1744 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1745 {
1643 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.");
1644 return; 1747 return;
1645 } 1748 }
1646 if(tmp->msg==NULL) { 1749 if (tmp->msg == NULL)
1647 new_draw_info_format(NDI_UNIQUE, 0, op, 1750 {
1648 "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);
1649 return; 1752 return;
1650 } 1753 }
1651 1754
1652 /* need a literacy skill to read stuff! */ 1755 /* need a literacy skill to read stuff! */
1653 skill_ob = find_skill_by_name(op, tmp->skill); 1756 skill_ob = find_skill_by_name (op, tmp->skill);
1654 if ( ! skill_ob) { 1757 if (!skill_ob)
1655 new_draw_info(NDI_UNIQUE, 0,op, 1758 {
1656 "You are unable to decipher the strange symbols."); 1759 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to decipher the strange symbols.");
1657 return; 1760 return;
1658 } 1761 }
1659 lev_diff = tmp->level - (skill_ob->level + 5); 1762 lev_diff = tmp->level - (skill_ob->level + 5);
1660 if ( ! QUERY_FLAG (op, FLAG_WIZ) && lev_diff > 0) { 1763 if (!QUERY_FLAG (op, FLAG_WIZ) && lev_diff > 0)
1764 {
1661 if (lev_diff < 2) 1765 if (lev_diff < 2)
1662 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.");
1663 else if (lev_diff < 3) 1767 else if (lev_diff < 3)
1664 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.");
1665 else if (lev_diff < 5) 1769 else if (lev_diff < 5)
1666 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.");
1667 else if (lev_diff < 8) 1771 else if (lev_diff < 8)
1668 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.");
1669 else if (lev_diff < 15) 1773 else if (lev_diff < 15)
1670 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.");
1671 else 1775 else
1672 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.");
1673 return; 1777 return;
1674 } 1778 }
1675 1779
1676 readable_message_type* msgType = get_readable_message_type(tmp); 1780 readable_message_type *msgType = get_readable_message_type (tmp);
1781
1677 draw_ext_info_format(NDI_UNIQUE | NDI_NAVY, 0, op, 1782 draw_ext_info_format (NDI_UNIQUE | NDI_NAVY, 0, op,
1678 msgType->message_type, msgType->message_subtype, 1783 msgType->message_type, msgType->message_subtype,
1679 "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);
1680 "%s\n%s",
1681 long_desc(tmp,op), &tmp->msg);
1682 1785
1683 /* gain xp from reading */ 1786 /* gain xp from reading */
1684 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 */
1685 int exp_gain=calc_skill_exp(op,tmp, skill_ob); 1789 int exp_gain = calc_skill_exp (op, tmp, skill_ob);
1790
1686 if(!QUERY_FLAG(tmp,FLAG_IDENTIFIED)) { 1791 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1792 {
1687 /*exp_gain *= 2; because they just identified it too */ 1793 /*exp_gain *= 2; because they just identified it too */
1688 SET_FLAG(tmp,FLAG_IDENTIFIED); 1794 SET_FLAG (tmp, FLAG_IDENTIFIED);
1795
1689 /* If in a container, update how it looks */ 1796 /* If in a container, update how it looks */
1797 if (tmp->env)
1690 if(tmp->env) esrv_update_item(UPD_FLAGS|UPD_NAME, op,tmp); 1798 esrv_update_item (UPD_FLAGS | UPD_NAME, op, tmp);
1691 else op->contr->socket.update_look=1; 1799 else
1800 op->contr->socket->floorbox_update ();
1692 } 1801 }
1802
1693 change_exp(op,exp_gain, skill_ob->skill, 0); 1803 change_exp (op, exp_gain, skill_ob->skill, 0);
1694 SET_FLAG(tmp,FLAG_NO_SKILL_IDENT); /* so no more xp gained from this book */ 1804 SET_FLAG (tmp, FLAG_NO_SKILL_IDENT); /* so no more xp gained from this book */
1695 } 1805 }
1696} 1806}
1697 1807
1698/** 1808/**
1699 * Handles the applying of a skill scroll, calling learn_skill straight. 1809 * Handles the applying of a skill scroll, calling learn_skill straight.
1700 * op is the person learning the skill, tmp is the skill scroll object 1810 * op is the person learning the skill, tmp is the skill scroll object
1701 */ 1811 */
1812static void
1702static void apply_skillscroll (object *op, object *tmp) 1813apply_skillscroll (object *op, object *tmp)
1703{ 1814{
1704 switch ((int) learn_skill (op, tmp)) { 1815 switch ((int) learn_skill (op, tmp))
1816 {
1705 case 0: 1817 case 0:
1706 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 ");
1707 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));
1708 return; 1820 return;
1709 1821
1710 case 1: 1822 case 1:
1711 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);
1712 decrease_ob(tmp); 1824 decrease_ob (tmp);
1713 return; 1825 return;
1714 1826
1715 default: 1827 default:
1716 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));
1717 "You fail to learn the knowledge of the %s.\n",query_name(tmp));
1718 decrease_ob(tmp); 1829 decrease_ob (tmp);
1719 return; 1830 return;
1720 } 1831 }
1721} 1832}
1722 1833
1723/** 1834/**
1724 * Actually makes op learn spell. 1835 * Actually makes op learn spell.
1725 * Informs player of what happens. 1836 * Informs player of what happens.
1726 */ 1837 */
1838void
1727void do_learn_spell (object *op, object *spell, int special_prayer) 1839do_learn_spell (object *op, object *spell, int special_prayer)
1728{ 1840{
1729 object *tmp; 1841 object *tmp;
1730 1842
1731 if (op->type != PLAYER) { 1843 if (op->type != PLAYER)
1844 {
1732 LOG (llevError, "BUG: do_learn_spell(): not a player\n"); 1845 LOG (llevError, "BUG: do_learn_spell(): not a player\n");
1733 return; 1846 return;
1734 } 1847 }
1735 1848
1736 /* Upgrade special prayers to normal prayers */ 1849 /* Upgrade special prayers to normal prayers */
1737 if ((tmp=check_spell_known (op, spell->name))!=NULL) { 1850 if ((tmp = check_spell_known (op, spell->name)) != NULL)
1851 {
1738 if (special_prayer && !QUERY_FLAG(tmp, FLAG_STARTEQUIP)) { 1852 if (special_prayer && !QUERY_FLAG (tmp, FLAG_STARTEQUIP))
1853 {
1739 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");
1740 return; 1855 return;
1741 } 1856 }
1742 return; 1857 return;
1743 } 1858 }
1744 1859
1745 play_sound_player_only (op->contr, SOUND_LEARN_SPELL, 0, 0); 1860 play_sound_player_only (op->contr, SOUND_LEARN_SPELL, 0, 0);
1746 tmp = get_object(); 1861 tmp = spell->clone ();
1747 copy_object(spell, tmp);
1748 insert_ob_in_ob(tmp, op); 1862 insert_ob_in_ob (tmp, op);
1749 1863
1750 if (special_prayer) { 1864 if (special_prayer)
1751 SET_FLAG(tmp, FLAG_STARTEQUIP); 1865 SET_FLAG (tmp, FLAG_STARTEQUIP);
1752 }
1753 1866
1754 esrv_add_spells(op->contr, tmp); 1867 esrv_add_spells (op->contr, tmp);
1755} 1868}
1756 1869
1757/** 1870/**
1758 * Erases spell from player's inventory. 1871 * Erases spell from player's inventory.
1759 */ 1872 */
1873void
1760void do_forget_spell (object *op, const char *spell) 1874do_forget_spell (object *op, const char *spell)
1761{ 1875{
1762 object *spob; 1876 object *spob;
1763 1877
1764 if (op->type != PLAYER) { 1878 if (op->type != PLAYER)
1879 {
1765 LOG (llevError, "BUG: do_forget_spell(): not a player\n"); 1880 LOG (llevError, "BUG: do_forget_spell(): not a player\n");
1766 return; 1881 return;
1767 } 1882 }
1768 if ( (spob=check_spell_known (op, spell)) == NULL) { 1883 if ((spob = check_spell_known (op, spell)) == NULL)
1884 {
1769 LOG (llevError, "BUG: do_forget_spell(): spell not known\n"); 1885 LOG (llevError, "BUG: do_forget_spell(): spell not known\n");
1770 return; 1886 return;
1771 }
1772 1887 }
1773 new_draw_info_format (NDI_UNIQUE|NDI_NAVY, 0, op, 1888
1774 "You lose knowledge of %s.", spell); 1889 new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, op, "You lose knowledge of %s.", spell);
1775 player_unready_range_ob(op->contr, spob); 1890 player_unready_range_ob (op->contr, spob);
1776 esrv_remove_spell(op->contr, spob); 1891 esrv_remove_spell (op->contr, spob);
1777 remove_ob(spob); 1892 spob->destroy ();
1778 free_object(spob);
1779} 1893}
1780 1894
1781/** 1895/**
1782 * Handles player applying a spellbook. 1896 * Handles player applying a spellbook.
1783 * 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,
1784 * stuff like that. Random learning failure too. 1898 * stuff like that. Random learning failure too.
1785 */ 1899 */
1900static void
1786static void apply_spellbook (object *op, object *tmp) 1901apply_spellbook (object *op, object *tmp)
1787{ 1902{
1788 object *skop, *spell, *spell_skill; 1903 object *skop, *spell, *spell_skill;
1789 1904
1790 if(QUERY_FLAG(op, FLAG_BLIND)&&!QUERY_FLAG(op,FLAG_WIZ)) { 1905 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1906 {
1791 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.");
1792 return; 1908 return;
1793 } 1909 }
1794 1910
1795 /* artifact_spellbooks have 'slaying' field point to a spell name, 1911 /* artifact_spellbooks have 'slaying' field point to a spell name,
1796 * instead of having their spell stored in stats.sp. These are 1912 * instead of having their spell stored in stats.sp. These are
1797 * legacy spellbooks 1913 * legacy spellbooks
1798 */ 1914 */
1799 1915
1800 if(tmp->slaying != NULL) { 1916 if (tmp->slaying != NULL)
1917 {
1801 spell=arch_to_object(find_archetype_by_object_name(tmp->slaying)); 1918 spell = arch_to_object (find_archetype_by_object_name (tmp->slaying));
1802 if (!spell) { 1919 if (!spell)
1803 new_draw_info_format(NDI_UNIQUE, 0, op, 1920 {
1804 "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);
1805 return; 1922 return;
1806 } 1923 }
1807 else 1924 else
1808 insert_ob_in_ob(spell, tmp); 1925 insert_ob_in_ob (spell, tmp);
1809 tmp->slaying=NULL; 1926 tmp->slaying = NULL;
1810 } 1927 }
1811 1928
1812 skop = find_skill_by_name(op, tmp->skill); 1929 skop = find_skill_by_name (op, tmp->skill);
1813 1930
1814 /* 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
1815 * lower than the spell will make learning the spell more difficult */ 1932 * lower than the spell will make learning the spell more difficult */
1816 if ( !skop) { 1933 if (!skop)
1934 {
1817 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.");
1818 return; 1936 return;
1819 } 1937 }
1820 1938
1821 spell = tmp->inv; 1939 spell = tmp->inv;
1940
1822 if (!spell) { 1941 if (!spell)
1942 {
1823 LOG(llevError,"apply_spellbook: Book %s has no spell in it!\n", &tmp->name); 1943 LOG (llevError, "apply_spellbook: Book %s has no spell in it!\n", &tmp->name);
1824 new_draw_info(NDI_UNIQUE, 0,op,"The spellbook symbols make no sense."); 1944 new_draw_info (NDI_UNIQUE, 0, op, "The spellbook symbols make no sense.");
1825 return;
1826 }
1827 if (spell->level > (skop->level+10)) {
1828 new_draw_info(NDI_UNIQUE, 0,op,"You are unable to decipher the strange symbols.");
1829 return; 1945 return;
1830 } 1946 }
1831 1947
1832 new_draw_info_format(NDI_UNIQUE, 0, op, 1948 if (skop->level < int (sqrtf (spell->level) * 1.5f))
1833 "The spellbook contains the %s level spell %s.", 1949 {
1834 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 }
1835 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
1836 if (!QUERY_FLAG(tmp, FLAG_IDENTIFIED)) { 1956 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1957 {
1837 identify(tmp); 1958 identify (tmp);
1959
1838 if (tmp->env) 1960 if (tmp->env)
1839 esrv_update_item(UPD_FLAGS|UPD_NAME,op,tmp); 1961 esrv_update_item (UPD_FLAGS | UPD_NAME, op, tmp);
1840 else 1962 else
1841 op->contr->socket.update_look=1; 1963 op->contr->socket->floorbox_update ();
1842 } 1964 }
1843 1965
1844 /* 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
1845 * 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
1846 * 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
1847 * they would have a special prayer mark. 1969 * they would have a special prayer mark.
1848 */ 1970 */
1849 if (check_spell_known (op, spell->name)) { 1971 if (check_spell_known (op, spell->name))
1972 {
1850 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");
1851 return; 1974 return;
1852 } 1975 }
1853 1976
1854 if (spell->skill) { 1977 if (spell->skill)
1978 {
1855 spell_skill = find_skill_by_name(op, spell->skill); 1979 spell_skill = find_skill_by_name (op, spell->skill);
1980
1856 if (!spell_skill) { 1981 if (!spell_skill)
1857 new_draw_info_format(NDI_UNIQUE, 0, op, 1982 {
1858 "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);
1859 &spell->skill);
1860 return; 1984 return;
1861 } 1985 }
1986
1862 if (spell_skill->level < spell->level) { 1987 if (spell_skill->level < spell->level)
1863 new_draw_info_format(NDI_UNIQUE, 0, op, 1988 {
1864 "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);
1865 spell->level, &spell->skill);
1866 return; 1990 return;
1867 } 1991 }
1868 } 1992 }
1869 1993
1870 /* Logic as follows 1994 /* Logic as follows
1871 * 1995 *
1872 * 1- MU spells use Int to learn, Cleric spells use Wisdom 1996 * 1- MU spells use Int to learn, Cleric spells use Wisdom
1873 * 1997 *
1874 * 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
1875 * a spell. 1999 * a spell.
1876 * 2000 *
1877 * 3 -Automatically fail to learn if you read while confused 2001 * 3 -Automatically fail to learn if you read while confused
1878 * 2002 *
1879 * 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
1880 * literacy rate very useful! -b.t. 2004 * literacy rate very useful! -b.t.
1881 */ 2005 */
1882 if(QUERY_FLAG(op,FLAG_CONFUSED)) { 2006 if (QUERY_FLAG (op, FLAG_CONFUSED))
2007 {
1883 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!");
1884 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 }
1885 } else if(QUERY_FLAG(tmp,FLAG_STARTEQUIP) || 2011 else if (QUERY_FLAG (tmp, FLAG_STARTEQUIP) ||
1886 (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])
1887 learn_spell[spell->stats.grace ? op->stats.Wis : op->stats.Int]) { 2013 {
1888 2014
1889 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!");
1890 do_learn_spell (op, spell, 0); 2016 do_learn_spell (op, spell, 0);
1891 2017
1892 /* xp gain to literacy for spell learning */ 2018 /* xp gain to literacy for spell learning */
1893 if ( ! QUERY_FLAG (tmp, FLAG_STARTEQUIP)) 2019 if (!QUERY_FLAG (tmp, FLAG_STARTEQUIP))
1894 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);
1895 } else { 2021 }
2022 else
2023 {
1896 play_sound_player_only(op->contr, SOUND_FUMBLE_SPELL,0,0); 2024 play_sound_player_only (op->contr, SOUND_FUMBLE_SPELL, 0, 0);
1897 new_draw_info(NDI_UNIQUE, 0,op,"You fail to learn the spell.\n"); 2025 new_draw_info (NDI_UNIQUE, 0, op, "You fail to learn the spell.\n");
1898 } 2026 }
1899 decrease_ob(tmp); 2027 decrease_ob (tmp);
1900} 2028}
1901 2029
1902/** 2030/**
1903 * Handles applying a spell scroll. 2031 * Handles applying a spell scroll.
1904 */ 2032 */
2033void
1905void apply_scroll (object *op, object *tmp, int dir) 2034apply_scroll (object *op, object *tmp, int dir)
1906{ 2035{
1907 object *skop; 2036 object *skop;
1908 2037
1909 if(QUERY_FLAG(op, FLAG_BLIND)&&!QUERY_FLAG(op,FLAG_WIZ)) { 2038 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
2039 {
1910 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.");
1911 return; 2041 return;
1912 } 2042 }
1913 2043
1914 if (!tmp->inv || tmp->inv->type != SPELL) { 2044 if (!tmp->inv || tmp->inv->type != SPELL)
1915 new_draw_info (NDI_UNIQUE, 0, op, 2045 {
1916 "The scroll just doesn't make sense!"); 2046 new_draw_info (NDI_UNIQUE, 0, op, "The scroll just doesn't make sense!");
1917 return; 2047 return;
1918 } 2048 }
1919 2049
1920 if(op->type==PLAYER) { 2050 if (op->type == PLAYER)
2051 {
1921 /* players need a literacy skill to read stuff! */ 2052 /* players need a literacy skill to read stuff! */
1922 int exp_gain=0; 2053 int exp_gain = 0;
1923 2054
1924 /* hard code literacy - tmp->skill points to where the exp 2055 /* hard code literacy - tmp->skill points to where the exp
1925 * should go for anything killed by the spell. 2056 * should go for anything killed by the spell.
1926 */ 2057 */
1927 skop = find_skill_by_name(op, skill_names[SK_LITERACY]); 2058 skop = find_skill_by_name (op, skill_names[SK_LITERACY]);
1928 2059
1929 if ( ! skop) { 2060 if (!skop)
1930 new_draw_info(NDI_UNIQUE, 0,op, 2061 {
1931 "You are unable to decipher the strange symbols."); 2062 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to decipher the strange symbols.");
1932 return; 2063 return;
1933 } 2064 }
1934 2065
1935 if((exp_gain = calc_skill_exp(op,tmp, skop))) 2066 if ((exp_gain = calc_skill_exp (op, tmp, skop)))
1936 change_exp(op,exp_gain, skop->skill, 0); 2067 change_exp (op, exp_gain, skop->skill, 0);
1937 } 2068 }
1938 2069
1939 if (!QUERY_FLAG(tmp, FLAG_IDENTIFIED)) 2070 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1940 identify(tmp); 2071 identify (tmp);
1941 2072
1942 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);
1943 "The scroll of %s turns to dust.", &tmp->inv->name);
1944 2074
1945 2075
1946 cast_spell(op,tmp,dir,tmp->inv, NULL); 2076 cast_spell (op, tmp, dir, tmp->inv, NULL);
1947 decrease_ob(tmp); 2077 decrease_ob (tmp);
1948} 2078}
1949 2079
1950/** 2080/**
1951 * Applies a treasure object - by default, chest. op 2081 * Applies a treasure object - by default, chest. op
1952 * is the person doing the applying, tmp is the treasure 2082 * is the person doing the applying, tmp is the treasure
1953 * chest. 2083 * chest.
1954 */ 2084 */
2085static void
1955static void apply_treasure (object *op, object *tmp) 2086apply_treasure (object *op, object *tmp)
1956{ 2087{
1957 object *treas; 2088 object *treas;
1958 tag_t tmp_tag = tmp->count, op_tag = op->count;
1959 2089
1960 2090
1961 /* 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
1962 * 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
1963 * 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
1964 * 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
1965 * treasure 2095 * treasure
1966 */ 2096 */
1967 2097
1968 treas = tmp->inv; 2098 treas = tmp->inv;
1969 if(treas==NULL) { 2099 if (treas == NULL)
2100 {
1970 new_draw_info(NDI_UNIQUE, 0,op,"The chest was empty."); 2101 new_draw_info (NDI_UNIQUE, 0, op, "The chest was empty.");
1971 decrease_ob(tmp);
1972 return;
1973 }
1974 while (tmp->inv) {
1975 treas = tmp->inv;
1976
1977 remove_ob(treas);
1978 new_draw_info_format(NDI_UNIQUE, 0, op, "You find %s in the chest.",
1979 query_name(treas));
1980
1981 treas->x=op->x;
1982 treas->y=op->y;
1983 treas = insert_ob_in_map (treas, op->map, op,INS_BELOW_ORIGINATOR);
1984
1985 if (treas && (treas->type == RUNE || treas->type == TRAP) && treas->level
1986 && QUERY_FLAG (op, FLAG_ALIVE))
1987 spring_trap (treas, op);
1988 /* If either player or container was destroyed, no need to do
1989 * further processing. I think this should be enclused with
1990 * spring trap above, as I don't think there is otherwise
1991 * any way for the treasure chest or player to get killed
1992 */
1993 if (was_destroyed (op, op_tag) || was_destroyed (tmp, tmp_tag))
1994 break;
1995 }
1996
1997 if ( ! was_destroyed (tmp, tmp_tag) && tmp->inv == NULL)
1998 decrease_ob (tmp); 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);
1999 2130
2000} 2131}
2001 2132
2002/** 2133/**
2003 * op eats food. 2134 * op eats food.
2004 * If player, takes care of messages and dragon special food. 2135 * If player, takes care of messages and dragon special food.
2005 */ 2136 */
2137static void
2006static void apply_food (object *op, object *tmp) 2138apply_food (object *op, object *tmp)
2007{ 2139{
2008 int capacity_remaining; 2140 int capacity_remaining;
2009 2141
2010 if(op->type!=PLAYER) 2142 if (op->type != PLAYER)
2011 op->stats.hp=op->stats.maxhp; 2143 op->stats.hp = op->stats.maxhp;
2012 else { 2144 else
2145 {
2013 /* check if this is a dragon (player), eating some flesh */ 2146 /* check if this is a dragon (player), eating some flesh */
2014 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))
2015 ; 2148 ;
2016 else { 2149 else
2150 {
2017 /* usual case - no dragon meal: */ 2151 /* usual case - no dragon meal: */
2018 if(op->stats.food+tmp->stats.food>999) { 2152 if (op->stats.food + tmp->stats.food > 999)
2153 {
2019 if(tmp->type==FOOD || tmp->type==FLESH) 2154 if (tmp->type == FOOD || tmp->type == FLESH)
2020 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!");
2021 else 2156 else
2022 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!");
2023 } 2158 }
2024 2159
2025 if(!QUERY_FLAG(tmp, FLAG_CURSED)) { 2160 if (!QUERY_FLAG (tmp, FLAG_CURSED))
2161 {
2026 char buf[MAX_BUF]; 2162 char buf[MAX_BUF];
2027 2163
2028 if (!is_dragon_pl(op)) { 2164 if (!is_dragon_pl (op))
2165 {
2029 /* eating message for normal players*/ 2166 /* eating message for normal players */
2030 if(tmp->type==DRINK) 2167 if (tmp->type == DRINK)
2031 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 }
2032 else 2172 else
2033 sprintf(buf,"The %s tasted %s",&tmp->name, 2173 {
2034 tmp->type==FLESH?"terrible!":"good.");
2035 }
2036 else {
2037 /* eating message for dragon players*/ 2174 /* eating message for dragon players */
2038 sprintf(buf,"The %s tasted terrible!",&tmp->name); 2175 sprintf (buf, "The %s tasted terrible!", &tmp->name);
2039 } 2176 }
2040 2177
2041 new_draw_info(NDI_UNIQUE, 0,op,buf); 2178 new_draw_info (NDI_UNIQUE, 0, op, buf);
2042 capacity_remaining = 999 - op->stats.food; 2179 capacity_remaining = 999 - op->stats.food;
2043 op->stats.food+=tmp->stats.food; 2180 op->stats.food += tmp->stats.food;
2044 if(capacity_remaining < tmp->stats.food) 2181 if (capacity_remaining < tmp->stats.food)
2045 op->stats.hp += capacity_remaining / 50; 2182 op->stats.hp += capacity_remaining / 50;
2046 else 2183 else
2047 op->stats.hp+=tmp->stats.food/50; 2184 op->stats.hp += tmp->stats.food / 50;
2048 if(op->stats.hp>op->stats.maxhp) 2185 if (op->stats.hp > op->stats.maxhp)
2049 op->stats.hp=op->stats.maxhp; 2186 op->stats.hp = op->stats.maxhp;
2050 if (op->stats.food > 999) 2187 if (op->stats.food > 999)
2051 op->stats.food = 999; 2188 op->stats.food = 999;
2052 } 2189 }
2053 2190
2054 /* special food hack -b.t. */ 2191 /* special food hack -b.t. */
2055 if(tmp->title || QUERY_FLAG(tmp,FLAG_CURSED)) 2192 if (tmp->title || QUERY_FLAG (tmp, FLAG_CURSED))
2056 eat_special_food(op,tmp); 2193 eat_special_food (op, tmp);
2057 } 2194 }
2058 } 2195 }
2059 handle_apply_yield(tmp); 2196 handle_apply_yield (tmp);
2060 decrease_ob(tmp); 2197 decrease_ob (tmp);
2061} 2198}
2062 2199
2063/** 2200/**
2064 * A dragon is eating some flesh. If the flesh contains resistances, 2201 * A dragon is eating some flesh. If the flesh contains resistances,
2065 * 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.
2068 * object *op the object (dragon player) eating the flesh 2205 * object *op the object (dragon player) eating the flesh
2069 * object *meal the flesh item, getting chewed in dragon's mouth 2206 * object *meal the flesh item, getting chewed in dragon's mouth
2070 * return: 2207 * return:
2071 * int 1 if eating successful, 0 if it doesn't work 2208 * int 1 if eating successful, 0 if it doesn't work
2072 */ 2209 */
2210int
2073int dragon_eat_flesh(object *op, object *meal) { 2211dragon_eat_flesh (object *op, object *meal)
2212{
2074 object *skin = NULL; /* pointer to dragon skin force*/ 2213 object *skin = NULL; /* pointer to dragon skin force */
2075 object *abil = NULL; /* pointer to dragon ability force*/ 2214 object *abil = NULL; /* pointer to dragon ability force */
2076 object *tmp = NULL; /* tmp. object */ 2215 object *tmp = NULL; /* tmp. object */
2077 2216
2078 char buf[MAX_BUF]; /* tmp. string buffer */ 2217 char buf[MAX_BUF]; /* tmp. string buffer */
2079 double chance; /* improvement-chance of one resistance type */ 2218 double chance; /* improvement-chance of one resistance type */
2080 double totalchance=1; /* total chance of gaining one resistance */ 2219 double totalchance = 1; /* total chance of gaining one resistance */
2081 double bonus=0; /* level bonus (improvement is easier at lowlevel) */ 2220 double bonus = 0; /* level bonus (improvement is easier at lowlevel) */
2082 double mbonus=0; /* monster bonus */ 2221 double mbonus = 0; /* monster bonus */
2083 int atnr_winner[NROFATTACKS]; /* winning candidates for resistance improvement */ 2222 int atnr_winner[NROFATTACKS]; /* winning candidates for resistance improvement */
2084 int winners=0; /* number of winners */ 2223 int winners = 0; /* number of winners */
2085 int i; /* index */ 2224 int i; /* index */
2086 2225
2087 /* let's make sure and doublecheck the parameters */ 2226 /* let's make sure and doublecheck the parameters */
2088 if (meal->type!=FLESH || !is_dragon_pl(op)) 2227 if (meal->type != FLESH || !is_dragon_pl (op))
2089 return 0; 2228 return 0;
2090 2229
2091 /* now grab the 'dragon_skin'- and 'dragon_ability'-forces 2230 /* now grab the 'dragon_skin'- and 'dragon_ability'-forces
2092 from the player's inventory */ 2231 from the player's inventory */
2093 for (tmp=op->inv; tmp!=NULL; tmp=tmp->below) { 2232 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2233 {
2094 if (tmp->type == FORCE) { 2234 if (tmp->type == FORCE)
2235 {
2095 if (strcmp(tmp->arch->name, "dragon_skin_force")==0) 2236 if (strcmp (tmp->arch->name, "dragon_skin_force") == 0)
2096 skin = tmp; 2237 skin = tmp;
2097 else if (strcmp(tmp->arch->name, "dragon_ability_force")==0) 2238 else if (strcmp (tmp->arch->name, "dragon_ability_force") == 0)
2098 abil = tmp; 2239 abil = tmp;
2099 } 2240 }
2100 } 2241 }
2101 2242
2102 /* 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
2103 which is not to be considered a dragon -> bail out */ 2244 which is not to be considered a dragon -> bail out */
2104 if (skin == NULL || abil == NULL) return 0; 2245 if (skin == NULL || abil == NULL)
2105 2246 return 0;
2247
2106 /* now start by filling stomache and health, according to food-value */ 2248 /* now start by filling stomache and health, according to food-value */
2107 if((999 - op->stats.food) < meal->stats.food) 2249 if ((999 - op->stats.food) < meal->stats.food)
2108 op->stats.hp += (999 - op->stats.food) / 50; 2250 op->stats.hp += (999 - op->stats.food) / 50;
2109 else 2251 else
2110 op->stats.hp += meal->stats.food/50; 2252 op->stats.hp += meal->stats.food / 50;
2111 if(op->stats.hp>op->stats.maxhp) 2253 if (op->stats.hp > op->stats.maxhp)
2112 op->stats.hp=op->stats.maxhp; 2254 op->stats.hp = op->stats.maxhp;
2113 2255
2114 op->stats.food = MIN(999, op->stats.food + meal->stats.food); 2256 op->stats.food = MIN (999, op->stats.food + meal->stats.food);
2115 2257
2116 /*LOG(llevDebug, "-> player: %d, flesh: %d\n", op->level, meal->level);*/ 2258 /*LOG(llevDebug, "-> player: %d, flesh: %d\n", op->level, meal->level); */
2117 2259
2118 /* on to the interesting part: chances for adding resistance */ 2260 /* on to the interesting part: chances for adding resistance */
2119 for (i=0; i<NROFATTACKS; i++) { 2261 for (i = 0; i < NROFATTACKS; i++)
2262 {
2120 if (meal->resist[i] > 0 && atnr_is_dragon_enabled(i)) { 2263 if (meal->resist[i] > 0 && atnr_is_dragon_enabled (i))
2264 {
2121 /* got positive resistance, now calculate improvement chance (0-100) */ 2265 /* got positive resistance, now calculate improvement chance (0-100) */
2122 2266
2123 /* this bonus makes resistance increase easier at lower levels */ 2267 /* this bonus makes resistance increase easier at lower levels */
2124 bonus = (settings.max_level - op->level) * 30. / ((double)settings.max_level); 2268 bonus = (settings.max_level - op->level) * 30. / ((double) settings.max_level);
2125 if (i == abil->stats.exp) 2269 if (i == abil->stats.exp)
2126 bonus += 5; /* additional bonus for resistance of ability-focus */ 2270 bonus += 5; /* additional bonus for resistance of ability-focus */
2127 2271
2128 /* monster bonus increases with level, because high-level 2272 /* monster bonus increases with level, because high-level
2129 flesh is too rare */ 2273 flesh is too rare */
2130 mbonus = op->level * 20. / ((double)settings.max_level); 2274 mbonus = op->level * 20. / ((double) settings.max_level);
2131 2275
2132 chance = (((double)MIN(op->level+bonus, meal->level+bonus+mbonus))*100. / 2276 chance = (((double) MIN (op->level + bonus, meal->level + bonus + mbonus)) * 100. /
2133 ((double)settings.max_level)) - skin->resist[i]; 2277 ((double) settings.max_level)) - skin->resist[i];
2134 2278
2135 if (chance >= 0.) 2279 if (chance >= 0.)
2136 chance += 1.; 2280 chance += 1.;
2137 else 2281 else
2138 chance = (chance < -12) ? 0. : 1./pow(2., -chance); 2282 chance = (chance < -12) ? 0. : 1. / pow (2., -chance);
2139 2283
2140 /* chance is proportional to amount of resistance (max. 50) */ 2284 /* chance is proportional to amount of resistance (max. 50) */
2141 chance *= ((double)(MIN(meal->resist[i], 50)))/50.; 2285 chance *= ((double) (MIN (meal->resist[i], 50))) / 50.;
2142 2286
2143 /* doubled chance for resistance of ability-focus */ 2287 /* doubled chance for resistance of ability-focus */
2144 if (i == abil->stats.exp) 2288 if (i == abil->stats.exp)
2145 chance = MIN(100., chance*2.); 2289 chance = MIN (100., chance * 2.);
2146 2290
2147 /* 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!) */
2148 if (RANDOM()%10000 < (int)(chance*100)) { 2292 if (RANDOM () % 10000 < (int) (chance * 100))
2293 {
2149 atnr_winner[winners] = i; 2294 atnr_winner[winners] = i;
2150 winners++; 2295 winners++;
2151 } 2296 }
2152 2297
2153 if (chance >= 0.01 ) totalchance *= 1 - chance/100; 2298 if (chance >= 0.01)
2154 2299 totalchance *= 1 - chance / 100;
2300
2155 /*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); */
2156 } 2302 }
2157 } 2303 }
2158 2304
2159 /* inverse totalchance as until now we have the failure-chance */ 2305 /* inverse totalchance as until now we have the failure-chance */
2160 totalchance = 100 - totalchance*100; 2306 totalchance = 100 - totalchance * 100;
2161 /* print message according to totalchance */ 2307 /* print message according to totalchance */
2162 if (totalchance > 50.) 2308 if (totalchance > 50.)
2163 sprintf(buf, "Hmm! The %s tasted delicious!", &meal->name); 2309 sprintf (buf, "Hmm! The %s tasted delicious!", &meal->name);
2164 else if (totalchance > 10.) 2310 else if (totalchance > 10.)
2165 sprintf(buf, "The %s tasted very good.", &meal->name); 2311 sprintf (buf, "The %s tasted very good.", &meal->name);
2166 else if (totalchance > 1.) 2312 else if (totalchance > 1.)
2167 sprintf(buf, "The %s tasted good.", &meal->name); 2313 sprintf (buf, "The %s tasted good.", &meal->name);
2168 else if (totalchance > 0.1) 2314 else if (totalchance > 0.1)
2169 sprintf(buf, "The %s tasted bland.", &meal->name); 2315 sprintf (buf, "The %s tasted bland.", &meal->name);
2170 else if (totalchance >= 0.01) 2316 else if (totalchance >= 0.01)
2171 sprintf(buf, "The %s had a boring taste.", &meal->name); 2317 sprintf (buf, "The %s had a boring taste.", &meal->name);
2172 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))
2173 sprintf(buf, "The %s tasted strange.", &meal->name); 2319 sprintf (buf, "The %s tasted strange.", &meal->name);
2174 else 2320 else
2175 sprintf(buf, "The %s had no taste.", &meal->name); 2321 sprintf (buf, "The %s had no taste.", &meal->name);
2176 new_draw_info(NDI_UNIQUE, 0, op, buf); 2322 new_draw_info (NDI_UNIQUE, 0, op, buf);
2177 2323
2178 /* now choose a winner if we have any */ 2324 /* now choose a winner if we have any */
2179 i = -1; 2325 i = -1;
2180 if (winners>0) 2326 if (winners > 0)
2181 i = atnr_winner[RANDOM()%winners]; 2327 i = atnr_winner[RANDOM () % winners];
2182 2328
2183 if (i >= 0 && i < NROFATTACKS && skin->resist[i] < 95) { 2329 if (i >= 0 && i < NROFATTACKS && skin->resist[i] < 95)
2330 {
2184 /* resistance increased! */ 2331 /* resistance increased! */
2185 skin->resist[i]++; 2332 skin->resist[i]++;
2186 fix_player(op); 2333 fix_player (op);
2187 2334
2188 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]);
2189 new_draw_info(NDI_UNIQUE|NDI_RED, 0, op, buf); 2336 new_draw_info (NDI_UNIQUE | NDI_RED, 0, op, buf);
2190 } 2337 }
2191 2338
2192 /* if this flesh contains a new ability focus, we mark it 2339 /* if this flesh contains a new ability focus, we mark it
2193 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 */
2194 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)
2195 && meal->last_eat != abil->last_eat) { 2342 {
2196 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> */
2197 2344
2198 if (meal->last_eat != abil->stats.exp) { 2345 if (meal->last_eat != abil->stats.exp)
2346 {
2199 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]);
2200 change_resist_msg[meal->last_eat]);
2201 new_draw_info(NDI_UNIQUE, 0, op, buf); 2348 new_draw_info (NDI_UNIQUE, 0, op, buf);
2202 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);
2203 new_draw_info(NDI_UNIQUE, 0, op, buf); 2350 new_draw_info (NDI_UNIQUE, 0, op, buf);
2204 } 2351 }
2205 else { 2352 else
2353 {
2206 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]);
2207 change_resist_msg[meal->last_eat]);
2208 new_draw_info(NDI_UNIQUE, 0, op, buf); 2355 new_draw_info (NDI_UNIQUE, 0, op, buf);
2209 abil->last_eat = 0; 2356 abil->last_eat = 0;
2210 } 2357 }
2211 } 2358 }
2212 return 1; 2359 return 1;
2213} 2360}
2214 2361
2362static void
2215static void apply_savebed (object *pl) 2363apply_savebed (object *pl)
2216{ 2364{
2217#ifndef COZY_SERVER 2365#ifndef COZY_SERVER
2218 if(!pl->contr->name_changed||!pl->stats.exp) { 2366 if (!pl->contr->name_changed || !pl->stats.exp)
2367 {
2219 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.");
2220 return; 2369 return;
2221 } 2370 }
2222#endif 2371#endif
2223 INVOKE_PLAYER (LOGOUT, pl->contr); 2372 INVOKE_PLAYER (LOGOUT, pl->contr);
2224 /* 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 */
2225 terminate_all_pets(pl); 2374 terminate_all_pets (pl);
2226 remove_ob(pl); 2375 pl->remove ();
2227 pl->direction=0; 2376 pl->direction = 0;
2228 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);
2229 "%s leaves the game.", &pl->name); 2378
2230
2231 /* update respawn position */ 2379 /* update respawn position */
2232 strcpy(pl->contr->savebed_map, pl->map->path); 2380 strcpy (pl->contr->savebed_map, pl->map->path);
2233 pl->contr->bed_x = pl->x; 2381 pl->contr->bed_x = pl->x;
2234 pl->contr->bed_y = pl->y; 2382 pl->contr->bed_y = pl->y;
2235 2383
2236 strcpy(pl->contr->killer,"left"); 2384 strcpy (pl->contr->killer, "left");
2237 check_score(pl); /* Always check score */ 2385 check_score (pl); /* Always check score */
2238 (void)save_player(pl,0); 2386 (void) save_player (pl, 0);
2239 pl->map->players--; 2387 pl->map->players--;
2240#if MAP_MAXTIMEOUT 2388#if MAP_MAXTIMEOUT
2241 MAP_SWAP_TIME(pl->map) = MAP_TIMEOUT(pl->map); 2389 MAP_SWAP_TIME (pl->map) = MAP_TIMEOUT (pl->map);
2242#endif 2390#endif
2243 play_again(pl); 2391 play_again (pl);
2244 pl->speed = 0; 2392 pl->speed = 0;
2245 update_ob_speed(pl); 2393 update_ob_speed (pl);
2246} 2394}
2247 2395
2248/** 2396/**
2249 * Handles applying an improve armor scroll. 2397 * Handles applying an improve armor scroll.
2250 * Does some sanity checks, then calls improve_armour. 2398 * Does some sanity checks, then calls improve_armour.
2251 */ 2399 */
2400static void
2252static void apply_armour_improver (object *op, object *tmp) 2401apply_armour_improver (object *op, object *tmp)
2253{ 2402{
2254 object *armor; 2403 object *armor;
2255 2404
2256 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 {
2257 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.");
2258 return;
2259 }
2260 armor=find_marked_object(op);
2261 if ( ! armor) {
2262 new_draw_info(NDI_UNIQUE, 0, op, "You need to mark an armor object.");
2263 return; 2408 return;
2264 } 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 }
2265 if (armor->type != ARMOUR 2416 if (armor->type != ARMOUR
2266 && armor->type != CLOAK 2417 && armor->type != CLOAK
2267 && armor->type != BOOTS && armor->type != GLOVES 2418 && armor->type != BOOTS && armor->type != GLOVES && armor->type != BRACERS && armor->type != SHIELD && armor->type != HELMET)
2268 && armor->type != BRACERS && armor->type != SHIELD
2269 && armor->type != HELMET)
2270 { 2419 {
2271 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");
2272 return; 2421 return;
2273 } 2422 }
2274 2423
2275 new_draw_info(NDI_UNIQUE, 0,op,"Applying armour enchantment."); 2424 new_draw_info (NDI_UNIQUE, 0, op, "Applying armour enchantment.");
2276 improve_armour(op,tmp,armor); 2425 improve_armour (op, tmp, armor);
2277} 2426}
2278 2427
2279 2428
2429extern void
2280extern void apply_poison (object *op, object *tmp) 2430apply_poison (object *op, object *tmp)
2281{ 2431{
2282 if (op->type == PLAYER) { 2432 if (op->type == PLAYER)
2433 {
2283 play_sound_player_only(op->contr, SOUND_DRINK_POISON,0,0); 2434 play_sound_player_only (op->contr, SOUND_DRINK_POISON, 0, 0);
2284 new_draw_info(NDI_UNIQUE, 0,op,"Yech! That tasted poisonous!"); 2435 new_draw_info (NDI_UNIQUE, 0, op, "Yech! That tasted poisonous!");
2285 strcpy(op->contr->killer,"poisonous booze"); 2436 strcpy (op->contr->killer, "poisonous booze");
2286 } 2437 }
2287 if (tmp->stats.hp > 0) { 2438 if (tmp->stats.hp > 0)
2439 {
2288 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);
2289 tmp->stats.hp);
2290 hit_player(op, tmp->stats.hp, tmp, AT_POISON, 1); 2441 hit_player (op, tmp->stats.hp, tmp, AT_POISON, 1);
2291 } 2442 }
2292 op->stats.food-=op->stats.food/4; 2443 op->stats.food -= op->stats.food / 4;
2293 handle_apply_yield(tmp); 2444 handle_apply_yield (tmp);
2294 decrease_ob(tmp); 2445 decrease_ob (tmp);
2295} 2446}
2296 2447
2297/** 2448/**
2298 * 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.
2299 * A valid 2 way exit means: 2450 * A valid 2 way exit means:
2304 * 2455 *
2305 * 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
2306 * 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
2307 * 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).
2308 */ 2459 */
2460int
2309int is_legal_2ways_exit (object* op, object *exit) 2461is_legal_2ways_exit (object *op, object *exit)
2310 { 2462{
2311 object * tmp; 2463 object *tmp;
2312 object * exit_owner; 2464 object *exit_owner;
2313 player * pp; 2465 player *pp;
2314 mapstruct * exitmap; 2466 maptile *exitmap;
2315 if (exit->stats.exp!=1) return 1; /*This is not a 2 way, so it is legal*/ 2467
2316 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 */
2317 /* To know if an exit has a correspondant, we look at 2472 /* To know if an exit has a correspondant, we look at
2318 * all the exits in destination and try to find one with same path as 2473 * all the exits in destination and try to find one with same path as
2319 * the current exit's position */ 2474 * the current exit's position */
2320 if (!strncmp(EXIT_PATH (exit), settings.localdir, strlen(settings.localdir))) 2475 if (!strncmp (EXIT_PATH (exit), settings.localdir, strlen (settings.localdir)))
2321 exitmap = ready_map_name(EXIT_PATH (exit), MAP_PLAYER_UNIQUE); 2476 exitmap = ready_map_name (EXIT_PATH (exit), MAP_PLAYER_UNIQUE);
2477 else
2322 else exitmap = ready_map_name(EXIT_PATH (exit), 0); 2478 exitmap = ready_map_name (EXIT_PATH (exit), 0);
2323 if (exitmap) 2479 if (exitmap)
2324 { 2480 {
2325 tmp=get_map_ob (exitmap,EXIT_X(exit),EXIT_Y(exit)); 2481 tmp = get_map_ob (exitmap, EXIT_X (exit), EXIT_Y (exit));
2326 if (!tmp) return 0; 2482 if (!tmp)
2483 return 0;
2327 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)
2328 { 2485 {
2329 if (tmp->type!=EXIT) continue; /*Not an exit*/ 2486 if (tmp->type != EXIT)
2330 if (!EXIT_PATH (tmp)) continue; /*Not a valid exit*/ 2487 continue; /*Not an exit */
2331 if ( (EXIT_X(tmp)!=exit->x) || (EXIT_Y(tmp)!=exit->y)) continue; /*Not in the same place*/ 2488 if (!EXIT_PATH (tmp))
2332 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 */
2333 2494
2334 /* 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
2335 * 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
2336 * town portals to prevent strangers from visiting your appartments 2497 * town portals to prevent strangers from visiting your appartments
2337 */ 2498 */
2499 if (!exit->race)
2338 if (!exit->race) return 1; /*No owner, free for all!*/ 2500 return 1; /*No owner, free for all! */
2339 exit_owner=NULL; 2501 exit_owner = NULL;
2340 for (pp=first_player;pp;pp=pp->next) 2502 for (pp = first_player; pp; pp = pp->next)
2341 { 2503 {
2342 if (!pp->ob) continue; 2504 if (!pp->ob)
2505 continue;
2343 if (pp->ob->name!=exit->race) continue; 2506 if (pp->ob->name != exit->race)
2507 continue;
2344 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 */
2345 break; 2509 break;
2346 } 2510 }
2347 if (!exit_owner) return 0; /* No more owner*/ 2511 if (!exit_owner)
2348 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 */
2349 if ( exit_owner && /*There is a owner*/ 2515 if (exit_owner && /*There is a owner */
2350 (op->contr) && /*A player tries to pass */ 2516 (op->contr) && /*A player tries to pass */
2351 ( (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 */
2352 (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 */
2353 return 0; 2519 return 0;
2354 return 1; 2520 return 1;
2355 } 2521 }
2356 } 2522 }
2357 return 0; 2523 return 0;
2358 } 2524}
2359 2525
2360 2526
2361/** 2527/**
2362 * Main apply handler. 2528 * Main apply handler.
2363 * 2529 *
2373 * 2539 *
2374 * aflag is special (always apply/unapply) flags. Nothing is done with 2540 * aflag is special (always apply/unapply) flags. Nothing is done with
2375 * them in this function - they are passed to apply_special 2541 * them in this function - they are passed to apply_special
2376 */ 2542 */
2377 2543
2544int
2378int manual_apply (object *op, object *tmp, int aflag) 2545manual_apply (object *op, object *tmp, int aflag)
2379{ 2546{
2380 if (tmp->head) tmp=tmp->head; 2547 if (tmp->head)
2548 tmp = tmp->head;
2381 2549
2382 if (QUERY_FLAG (tmp, FLAG_UNPAID) && ! QUERY_FLAG (tmp, FLAG_APPLIED)) { 2550 if (QUERY_FLAG (tmp, FLAG_UNPAID) && !QUERY_FLAG (tmp, FLAG_APPLIED))
2551 {
2383 if (op->type == PLAYER) { 2552 if (op->type == PLAYER)
2553 {
2384 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);
2385 return 1; 2614 return 1;
2386 } else {
2387 return 0; /* monsters just skip unpaid items */
2388 } 2615 }
2389 } 2616 else
2617 {
2618 return 0;
2619 }
2390 2620
2391 if (INVOKE_OBJECT (APPLY, tmp, ARG_OBJECT (op))) 2621 case SKILLSCROLL:
2392 return RESULT_INT (0); 2622 if (op->type == PLAYER)
2393 2623 {
2394 switch (tmp->type) { 2624 apply_skillscroll (op, tmp);
2395
2396 case CF_HANDLE:
2397 new_draw_info(NDI_UNIQUE, 0,op,"You turn the handle.");
2398 play_sound_map(op->map, op->x, op->y, SOUND_TURN_HANDLE);
2399 tmp->value=tmp->value?0:1;
2400 SET_ANIMATION(tmp, tmp->value);
2401 update_object(tmp,UP_OBJ_FACE);
2402 push_button(tmp);
2403 return 1; 2625 return 1;
2404
2405 case TRIGGER:
2406 if (check_trigger (tmp, op)) {
2407 new_draw_info (NDI_UNIQUE, 0, op, "You turn the handle.");
2408 play_sound_map (tmp->map, tmp->x, tmp->y, SOUND_TURN_HANDLE);
2409 } else {
2410 new_draw_info (NDI_UNIQUE, 0, op, "The handle doesn't move.");
2411 } 2626 }
2627 return 0;
2628
2629 case SPELLBOOK:
2630 if (op->type == PLAYER)
2631 {
2632 apply_spellbook (op, tmp);
2412 return 1; 2633 return 1;
2413
2414 case EXIT:
2415 if (op->type != PLAYER)
2416 return 0;
2417 if( ! EXIT_PATH (tmp) || !is_legal_2ways_exit(op,tmp)) {
2418 new_draw_info_format(NDI_UNIQUE, 0, op, "The %s is closed.",
2419 query_name(tmp));
2420 } else {
2421 /* Don't display messages for random maps. */
2422 if (tmp->msg && strncmp(EXIT_PATH(tmp),"/!",2) &&
2423 strncmp(EXIT_PATH(tmp), "/random/", 8))
2424 new_draw_info (NDI_NAVY, 0, op, tmp->msg);
2425 enter_exit(op,tmp);
2426 } 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);
2427 return 1; 2664 return 1;
2665 }
2666 else
2667 {
2668 return 0;
2669 }
2428 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:
2429 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:
2430 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);
2431 return 1; 2709 return 1;
2432
2433 case BOOK:
2434 if (op->type == PLAYER) {
2435 apply_book (op, tmp);
2436 return 1;
2437 } else {
2438 return 0;
2439 } 2710 }
2440 2711 else
2441 case SKILLSCROLL:
2442 if (op->type == PLAYER) {
2443 apply_skillscroll (op, tmp);
2444 return 1;
2445 } 2712 {
2446 return 0; 2713 return 0;
2447
2448 case SPELLBOOK:
2449 if (op->type == PLAYER) {
2450 apply_spellbook (op, tmp);
2451 return 1;
2452 } 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 {
2453 return 0; 2724 return 0;
2725 }
2454 2726
2727 case WEAPON_IMPROVER:
2728 (void) check_improve_weapon (op, tmp);
2729 return 1;
2730
2455 case SCROLL: 2731 case CLOCK:
2456 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);
2457 return 1; 2743 return 1;
2744 }
2745 else
2746 {
2747 return 0;
2748 }
2458 2749
2459 case POTION: 2750 case MENU:
2460 (void) apply_potion(op, tmp); 2751 if (op->type == PLAYER)
2752 {
2753 shop_listing (op);
2461 return 1; 2754 return 1;
2755 }
2756 else
2757 {
2758 return 0;
2759 }
2462 2760
2463 /* Eneq(@csd.uu.se): Handle apply on containers. */ 2761 case POWER_CRYSTAL:
2464 case CLOSE_CON: 2762 apply_power_crystal (op, tmp); /* see egoitem.c */
2763 return 1;
2764
2765 case LIGHTER: /* for lighting torches/lanterns/etc */
2465 if (op->type==PLAYER) 2766 if (op->type == PLAYER)
2466 (void) esrv_apply_container (op, tmp->env); 2767 {
2467 else 2768 apply_lighter (op, tmp);
2468 (void) apply_container (op, tmp->env);
2469 return 1; 2769 return 1;
2470
2471 case CONTAINER:
2472 if (op->type==PLAYER)
2473 (void) esrv_apply_container (op, tmp);
2474 else
2475 (void) apply_container (op, tmp);
2476 return 1;
2477
2478 case TREASURE:
2479 if (op->type == PLAYER) {
2480 apply_treasure (op, tmp);
2481 return 1;
2482 } else {
2483 return 0;
2484 } 2770 }
2485
2486 case WEAPON:
2487 case ARMOUR:
2488 case BOOTS:
2489 case GLOVES:
2490 case AMULET:
2491 case GIRDLE:
2492 case BRACERS:
2493 case SHIELD:
2494 case HELMET:
2495 case RING:
2496 case CLOAK:
2497 case WAND:
2498 case ROD:
2499 case HORN:
2500 case SKILL:
2501 case BOW:
2502 case LAMP:
2503 case BUILDER:
2504 case SKILL_TOOL:
2505 if (tmp->env != op)
2506 return 2; /* not in inventory */
2507 (void) apply_special (op, tmp, aflag);
2508 return 1;
2509
2510 case DRINK:
2511 case FOOD:
2512 case FLESH:
2513 apply_food (op, tmp);
2514 return 1;
2515
2516 case POISON:
2517 apply_poison (op, tmp);
2518 return 1;
2519
2520 case SAVEBED:
2521 if (op->type == PLAYER) {
2522 apply_savebed (op);
2523 return 1;
2524 } else { 2771 else
2525 return 0;
2526 } 2772 {
2527
2528 case ARMOUR_IMPROVER:
2529 if (op->type == PLAYER) {
2530 apply_armour_improver (op, tmp);
2531 return 1;
2532 } else {
2533 return 0;
2534 }
2535
2536 case WEAPON_IMPROVER:
2537 (void) check_improve_weapon(op, tmp);
2538 return 1;
2539
2540 case CLOCK:
2541 if (op->type == PLAYER) {
2542 char buf[MAX_BUF];
2543 timeofday_t tod;
2544
2545 get_tod(&tod);
2546 sprintf(buf, "It is %d minute%s past %d o'clock %s",
2547 tod.minute+1, ((tod.minute+1 < 2) ? "" : "s"),
2548 ((tod.hour % 14 == 0) ? 14 : ((tod.hour)%14)),
2549 ((tod.hour >= 14) ? "pm" : "am"));
2550 play_sound_player_only(op->contr, SOUND_CLOCK,0,0);
2551 new_draw_info(NDI_UNIQUE, 0,op, buf);
2552 return 1;
2553 } else {
2554 return 0;
2555 }
2556
2557 case MENU:
2558 if (op->type == PLAYER) {
2559 shop_listing (op);
2560 return 1;
2561 } else {
2562 return 0;
2563 }
2564
2565 case POWER_CRYSTAL:
2566 apply_power_crystal(op,tmp); /* see egoitem.c */
2567 return 1;
2568
2569 case LIGHTER: /* for lighting torches/lanterns/etc */
2570 if (op->type == PLAYER) {
2571 apply_lighter(op,tmp);
2572 return 1;
2573 } else {
2574 return 0;
2575 }
2576
2577 case ITEM_TRANSFORMER:
2578 apply_item_transformer( op, tmp );
2579 return 1;
2580
2581 default:
2582 return 0; 2773 return 0;
2774 }
2775
2776 case ITEM_TRANSFORMER:
2777 apply_item_transformer (op, tmp);
2778 return 1;
2779
2780 default:
2781 return 0;
2583 } 2782 }
2584} 2783}
2585 2784
2586 2785
2587/* 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"
2588 * 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
2589 * "but you are floating high above the ground" messages. 2788 * "but you are floating high above the ground" messages.
2590 * 2789 *
2591 * Same return value as apply() function. 2790 * Same return value as apply() function.
2592 */ 2791 */
2792int
2593int player_apply (object *pl, object *op, int aflag, int quiet) 2793player_apply (object *pl, object *op, int aflag, int quiet)
2594{ 2794{
2595 int tmp; 2795 int tmp;
2596 2796
2597 if (op->env == NULL && (pl->move_type & MOVE_FLYING)) { 2797 if (op->env == NULL && (pl->move_type & MOVE_FLYING))
2798 {
2598 /* player is flying and applying object not in inventory */ 2799 /* player is flying and applying object not in inventory */
2599 if ( ! QUERY_FLAG (pl, FLAG_WIZ) && !(op->move_type & MOVE_FLYING)) { 2800 if (!QUERY_FLAG (pl, FLAG_WIZ) && !(op->move_type & MOVE_FLYING))
2801 {
2600 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!");
2601 "above the ground!");
2602 return 0; 2803 return 0;
2603 } 2804 }
2604 } 2805 }
2605 2806
2606 /* 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
2607 * applied. 2808 * applied.
2608 */ 2809 */
2609 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))
2610 { 2811 {
2611 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);
2612 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!");
2613 "of smoke!");
2614 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.");
2615 remove_ob (op); 2815 op->destroy ();
2616 free_object (op);
2617 return 1; 2816 return 1;
2618 } 2817 }
2619 2818
2620 pl->contr->last_used = op; 2819 pl->contr->last_used = op;
2621 pl->contr->last_used_id = op->count;
2622 2820
2623 tmp = manual_apply (pl, op, aflag); 2821 tmp = manual_apply (pl, op, aflag);
2624 if ( ! quiet) { 2822 if (!quiet)
2823 {
2625 if (tmp == 0) 2824 if (tmp == 0)
2626 new_draw_info_format (NDI_UNIQUE, 0, pl, 2825 new_draw_info_format (NDI_UNIQUE, 0, pl, "I don't know how to apply the %s.", query_name (op));
2627 "I don't know how to apply the %s.",
2628 query_name (op));
2629 else if (tmp == 2) 2826 else if (tmp == 2)
2630 new_draw_info_format (NDI_UNIQUE, 0, pl, 2827 new_draw_info_format (NDI_UNIQUE, 0, pl, "You must get it first!\n");
2631 "You must get it first!\n");
2632 } 2828 }
2633 return tmp; 2829 return tmp;
2634} 2830}
2635 2831
2636/** 2832/**
2637 * player_apply_below attempts to apply the object 'below' the player. 2833 * player_apply_below attempts to apply the object 'below' the player.
2638 * If the player has an open container, we use that for below, otherwise 2834 * If the player has an open container, we use that for below, otherwise
2639 * we use the ground. 2835 * we use the ground.
2640 */ 2836 */
2641 2837
2838void
2642void player_apply_below (object *pl) 2839player_apply_below (object *pl)
2643{ 2840{
2644 object *tmp, *next; 2841 object *tmp, *next;
2645 int floors; 2842 int floors;
2646 2843
2647 /* If using a container, set the starting item to be the top 2844 /* If using a container, set the starting item to be the top
2648 * item in the container. Otherwise, use the map. 2845 * item in the container. Otherwise, use the map.
2649 */ 2846 */
2650 tmp = (pl->container != NULL) ? pl->container->inv : pl->below; 2847 tmp = (pl->container != NULL) ? pl->container->inv : pl->below;
2651 2848
2652 /* This is perhaps more complicated. However, I want to make sure that 2849 /* This is perhaps more complicated. However, I want to make sure that
2653 * we don't use a corrupt pointer for the next object, so we get the 2850 * we don't use a corrupt pointer for the next object, so we get the
2654 * next object in the stack before applying. This is can only be a 2851 * next object in the stack before applying. This is can only be a
2655 * problem if player_apply() has a bug in that it uses the object but does 2852 * problem if player_apply() has a bug in that it uses the object but does
2656 * not return a proper value. 2853 * not return a proper value.
2657 */ 2854 */
2658 for (floors = 0; tmp!=NULL; tmp=next) { 2855 for (floors = 0; tmp != NULL; tmp = next)
2856 {
2659 next = tmp->below; 2857 next = tmp->below;
2660 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 2858 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
2661 floors++; 2859 floors++;
2662 else if (floors > 0) 2860 else if (floors > 0)
2663 return; /* process only floor objects after first floor object */ 2861 return; /* process only floor objects after first floor object */
2664 2862
2665 /* If it is visible, player can apply it. If it is applied by 2863 /* If it is visible, player can apply it. If it is applied by
2666 * person moving on it, also activate. Added code to make it 2864 * person moving on it, also activate. Added code to make it
2667 * so that at least one of players movement types be that which 2865 * so that at least one of players movement types be that which
2668 * the item needs. 2866 * the item needs.
2669 */ 2867 */
2670 if ( ! tmp->invisible || (tmp->move_on & pl->move_type)) { 2868 if (!tmp->invisible || (tmp->move_on & pl->move_type))
2869 {
2671 if (player_apply (pl, tmp, 0, 1) == 1) 2870 if (player_apply (pl, tmp, 0, 1) == 1)
2672 return; 2871 return;
2673 } 2872 }
2674 if (floors >= 2) 2873 if (floors >= 2)
2675 return; /* process at most two floor objects */ 2874 return; /* process at most two floor objects */
2676 } 2875 }
2677} 2876}
2678 2877
2679/** 2878/**
2680 * Unapplies specified item. 2879 * Unapplies specified item.
2681 * No check done on cursed/damned. 2880 * No check done on cursed/damned.
2682 * Break this out of apply_special - this is just done 2881 * Break this out of apply_special - this is just done
2683 * to keep the size of apply_special to a more managable size. 2882 * to keep the size of apply_special to a more managable size.
2684 */ 2883 */
2884static int
2685static int unapply_special (object *who, object *op, int aflags) 2885unapply_special (object *who, object *op, int aflags)
2686{ 2886{
2687 if (INVOKE_OBJECT (BE_UNREADY, op, ARG_OBJECT (who), ARG_INT (aflags)) 2887 if (INVOKE_OBJECT (BE_UNREADY, op, ARG_OBJECT (who), ARG_INT (aflags)) || INVOKE_OBJECT (UNREADY, who, ARG_OBJECT (op), ARG_INT (aflags)))
2688 || INVOKE_OBJECT (UNREADY, who, ARG_OBJECT (op), ARG_INT (aflags)))
2689 return RESULT_INT (0); 2888 return RESULT_INT (0);
2690 2889
2691 object *tmp2; 2890 object *tmp2;
2692 2891
2693 CLEAR_FLAG(op, FLAG_APPLIED); 2892 CLEAR_FLAG (op, FLAG_APPLIED);
2694 switch(op->type) { 2893 switch (op->type)
2894 {
2695 case WEAPON: 2895 case WEAPON:
2696 new_draw_info_format(NDI_UNIQUE, 0, who, "You unwield %s.",query_name(op)); 2896 new_draw_info_format (NDI_UNIQUE, 0, who, "You unwield %s.", query_name (op));
2697 2897
2698 (void) change_abil (who,op); 2898 (void) change_abil (who, op);
2699 if(QUERY_FLAG(who,FLAG_READY_WEAPON)) 2899 if (QUERY_FLAG (who, FLAG_READY_WEAPON))
2700 CLEAR_FLAG(who,FLAG_READY_WEAPON); 2900 CLEAR_FLAG (who, FLAG_READY_WEAPON);
2701 clear_skill(who); 2901 clear_skill (who);
2702 break; 2902 break;
2703 2903
2704 case SKILL: /* allows objects to impart skills */ 2904 case SKILL: /* allows objects to impart skills */
2705 case SKILL_TOOL: 2905 case SKILL_TOOL:
2706 if (op != who->chosen_skill) { 2906 if (op != who->chosen_skill)
2907 {
2707 LOG (llevError, "BUG: apply_special(): applied skill is not a chosen skill\n"); 2908 LOG (llevError, "BUG: apply_special(): applied skill is not a chosen skill\n");
2909 }
2910 if (who->type == PLAYER)
2911 {
2912 if (who->contr->shoottype == range_skill)
2913 who->contr->shoottype = range_none;
2914 if (!op->invisible)
2915 {
2916 new_draw_info_format (NDI_UNIQUE, 0, who, "You stop using the %s.", query_name (op));
2917 }
2918 else
2919 {
2920 new_draw_info_format (NDI_UNIQUE, 0, who, "You can no longer use the skill: %s.", &op->skill);
2921 }
2922 }
2923 (void) change_abil (who, op);
2924 who->chosen_skill = NULL;
2925 CLEAR_FLAG (who, FLAG_READY_SKILL);
2926 break;
2927
2928 case ARMOUR:
2929 case HELMET:
2930 case SHIELD:
2931 case RING:
2932 case BOOTS:
2933 case GLOVES:
2934 case AMULET:
2935 case GIRDLE:
2936 case BRACERS:
2937 case CLOAK:
2938 new_draw_info_format (NDI_UNIQUE, 0, who, "You unwear %s.", query_name (op));
2939 (void) change_abil (who, op);
2940 break;
2941 case LAMP:
2942 new_draw_info_format (NDI_UNIQUE, 0, who, "You turn off your %s.", &op->name);
2943 tmp2 = arch_to_object (op->other_arch);
2944 tmp2->x = op->x;
2945 tmp2->y = op->y;
2946 tmp2->map = op->map;
2947 tmp2->below = op->below;
2948 tmp2->above = op->above;
2949 tmp2->stats.food = op->stats.food;
2950 CLEAR_FLAG (tmp2, FLAG_APPLIED);
2951
2952 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
2953 SET_FLAG (tmp2, FLAG_INV_LOCKED);
2954
2955 if (who->type == PLAYER)
2956 esrv_del_item (who->contr, op->count);
2957
2958 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;
2708 } 3016 }
2709 if (who->type==PLAYER) {
2710 if (who->contr->shoottype == range_skill)
2711 who->contr->shoottype = range_none;
2712 if ( ! op->invisible) {
2713 new_draw_info_format (NDI_UNIQUE, 0, who,
2714 "You stop using the %s.", query_name(op));
2715 } else {
2716 new_draw_info_format (NDI_UNIQUE, 0, who,
2717 "You can no longer use the skill: %s.",
2718 &op->skill);
2719 }
2720 }
2721 (void) change_abil (who, op);
2722 who->chosen_skill = NULL;
2723 CLEAR_FLAG (who, FLAG_READY_SKILL);
2724 break;
2725 3017
2726 case ARMOUR:
2727 case HELMET:
2728 case SHIELD:
2729 case RING:
2730 case BOOTS:
2731 case GLOVES:
2732 case AMULET:
2733 case GIRDLE:
2734 case BRACERS:
2735 case CLOAK:
2736 new_draw_info_format(NDI_UNIQUE, 0, who, "You unwear %s.",query_name(op));
2737 (void) change_abil (who,op);
2738 break;
2739 case LAMP:
2740 new_draw_info_format(NDI_UNIQUE, 0, who, "You turn off your %s.",
2741 &op->name);
2742 tmp2 = arch_to_object(op->other_arch);
2743 tmp2->x = op->x;
2744 tmp2->y = op->y;
2745 tmp2->map = op->map;
2746 tmp2->below = op->below;
2747 tmp2->above = op->above;
2748 tmp2->stats.food = op->stats.food;
2749 CLEAR_FLAG(tmp2, FLAG_APPLIED);
2750 if (QUERY_FLAG(op, FLAG_INV_LOCKED))
2751 SET_FLAG(tmp2, FLAG_INV_LOCKED);
2752 if (who->type == PLAYER)
2753 esrv_del_item(who->contr, (tag_t)op->count);
2754 remove_ob(op);
2755 free_object(op);
2756 insert_ob_in_ob(tmp2, who);
2757 fix_player(who);
2758 if (QUERY_FLAG(op, FLAG_CURSED) || QUERY_FLAG(op, FLAG_DAMNED)) {
2759 if (who->type == PLAYER) {
2760 new_draw_info(NDI_UNIQUE, 0,who, "Oops, it feels deadly cold!");
2761 SET_FLAG(tmp2, FLAG_KNOWN_CURSED);
2762 }
2763 }
2764 if(who->type==PLAYER)
2765 esrv_send_item(who, tmp2);
2766 return 1; /* otherwise, an attempt to drop causes problems */
2767 break;
2768 case BOW:
2769 case WAND:
2770 case ROD:
2771 case HORN:
2772 clear_skill(who);
2773 new_draw_info_format(NDI_UNIQUE, 0, who, "You unready %s.",query_name(op));
2774 if(who->type==PLAYER) {
2775 who->contr->shoottype = range_none;
2776 } else {
2777 if (op->type == BOW)
2778 CLEAR_FLAG (who, FLAG_READY_BOW);
2779 else
2780 CLEAR_FLAG(who, FLAG_READY_RANGE);
2781 }
2782 break;
2783
2784 case BUILDER:
2785 new_draw_info_format(NDI_UNIQUE, 0, who, "You unready %s.",query_name(op));
2786 who->contr->shoottype = range_none;
2787 who->contr->ranges[ range_builder ] = NULL;
2788 break;
2789
2790 default:
2791 new_draw_info_format(NDI_UNIQUE, 0, who, "You unapply %s.",query_name(op));
2792 break;
2793 }
2794
2795 fix_player(who);
2796
2797 if ( ! (aflags & AP_NO_MERGE)) {
2798 object *tmp;
2799
2800 tag_t del_tag = op->count;
2801 tmp = merge_ob (op, NULL);
2802 if (who->type == PLAYER) {
2803 if (tmp) { /* it was merged */
2804 esrv_del_item (who->contr, del_tag);
2805 op = tmp;
2806 }
2807 esrv_send_item (who, op); 3018 esrv_send_item (who, op);
2808 } 3019 }
2809 } 3020 }
2810 return 0; 3021 return 0;
2811} 3022}
2812 3023
2813/** 3024/**
2814 * Returns the object that is using location 'loc'. 3025 * Returns the object that is using location 'loc'.
2815 * Note that 'start' is the first object to start examing - we 3026 * Note that 'start' is the first object to start examing - we
2822 * loc is the index into the array we are looking for a match. 3033 * loc is the index into the array we are looking for a match.
2823 * don't return invisible objects unless they are skill objects 3034 * don't return invisible objects unless they are skill objects
2824 * invisible other objects that use 3035 * invisible other objects that use
2825 * up body locations can be used as restrictions. 3036 * up body locations can be used as restrictions.
2826 */ 3037 */
3038object *
2827object *get_item_from_body_location(object *start, int loc) 3039get_item_from_body_location (object *start, int loc)
2828{ 3040{
2829 object *tmp; 3041 object *tmp;
2830 3042
2831 if (!start) return NULL; 3043 if (!start)
2832
2833 for (tmp=start; tmp; tmp=tmp->below)
2834 if (QUERY_FLAG(tmp, FLAG_APPLIED) && tmp->body_info[loc] &&
2835 (!tmp->invisible || tmp->type==SKILL)) return tmp;
2836
2837 return NULL; 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;
2838} 3051}
2839 3052
2840 3053
2841 3054
2842/** 3055/**
2848 * Returns 0 on success, returns 1 if there is some problem. 3061 * Returns 0 on success, returns 1 if there is some problem.
2849 * 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
2850 * 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
2851 * another function that does just that. 3064 * another function that does just that.
2852 */ 3065 */
3066int
2853int unapply_for_ob(object *who, object *op, int aflags) 3067unapply_for_ob (object *who, object *op, int aflags)
2854{ 3068{
2855 int i; 3069 int i;
2856 object *tmp=NULL, *last; 3070 object *tmp = NULL, *last;
2857 3071
2858 /* 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
2859 * 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.
2860 */ 3074 */
2861 if (op->type == WEAPON || op->type == SHIELD) { 3075 if (op->type == WEAPON || op->type == SHIELD)
3076 {
2862 for (tmp=who->inv; tmp; tmp=tmp->below) { 3077 for (tmp = who->inv; tmp; tmp = tmp->below)
3078 {
2863 if (QUERY_FLAG(tmp, FLAG_APPLIED) && tmp->type == op->type) { 3079 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == op->type)
2864 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || 3080 {
2865 (!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 {
2866 if (aflags & AP_PRINT) 3083 if (aflags & AP_PRINT)
2867 new_draw_info(NDI_UNIQUE, 0, who, query_name(tmp)); 3084 new_draw_info (NDI_UNIQUE, 0, who, query_name (tmp));
2868 else 3085 else
2869 unapply_special(who, tmp, aflags); 3086 unapply_special (who, tmp, aflags);
2870 } 3087 }
2871 else { 3088 else
3089 {
2872 /* 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.
2873 * 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
2874 * at least generate the message. 3092 * at least generate the message.
2875 */ 3093 */
2876 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));
2877 "No matter how hard you try, you just can't\nremove %s.",
2878 query_name(tmp));
2879 return 1; 3095 return 1;
2880 } 3096 }
2881 3097
2882 } 3098 }
2883 } 3099 }
2884 } 3100 }
2885 3101
2886 for (i=0; i<NUM_BODY_LOCATIONS; i++) { 3102 for (i = 0; i < NUM_BODY_LOCATIONS; i++)
3103 {
2887 /* this used up a slot that we need to free */ 3104 /* this used up a slot that we need to free */
2888 if (op->body_info[i]) { 3105 if (op->body_info[i])
3106 {
2889 last = who->inv; 3107 last = who->inv;
2890 3108
2891 /* 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
2892 * to free up enough slots. 3110 * to free up enough slots.
2893 */ 3111 */
2894 while ((who->body_used[i] + op->body_info[i]) < 0) { 3112 while ((who->body_used[i] + op->body_info[i]) < 0)
3113 {
2895 tmp = get_item_from_body_location(last, i); 3114 tmp = get_item_from_body_location (last, i);
2896 if (!tmp) { 3115 if (!tmp)
3116 {
2897#if 0 3117#if 0
2898 /* 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
2899 * equipped. 3119 * equipped.
2900 */ 3120 */
2901 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);
2902 i, body_locations[i].save_name, who->name);
2903#endif 3122#endif
2904 return 1; 3123 return 1;
2905 } 3124 }
2906 /* 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 */
2907 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))))
2908 (!(QUERY_FLAG(tmp, FLAG_CURSED) || QUERY_FLAG(tmp, FLAG_DAMNED)))) { 3127 {
2909 if (aflags & AP_PRINT) 3128 if (aflags & AP_PRINT)
2910 new_draw_info(NDI_UNIQUE, 0, who, query_name(tmp)); 3129 new_draw_info (NDI_UNIQUE, 0, who, query_name (tmp));
2911 else 3130 else
2912 unapply_special(who, tmp, aflags); 3131 unapply_special (who, tmp, aflags);
2913 } 3132 }
2914 else { 3133 else
3134 {
2915 /* Cursed item that we can't unequip - tell the player. 3135 /* Cursed item that we can't unequip - tell the player.
2916 * 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,
2917 * 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
2918 * one cursed ring.) 3138 * one cursed ring.)
2919 */ 3139 */
2920 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));
2921 } 3141 }
2922 last = tmp->below; 3142 last = tmp->below;
2923 } 3143 }
2924 /* 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
2925 * return in the !tmp would have kicked in. 3145 * return in the !tmp would have kicked in.
2926 */ 3146 */
2927 } /* if op is using this body location */ 3147 } /* if op is using this body location */
2928 } /* for body lcoations */ 3148 } /* for body lcoations */
2929 return 0; 3149 return 0;
2930} 3150}
2931 3151
2932/** 3152/**
2933 * Checks to see if 'who' can apply object 'op'. 3153 * Checks to see if 'who' can apply object 'op'.
2934 * Returns 0 if apply can be done without anything special. 3154 * Returns 0 if apply can be done without anything special.
2938 * 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?)
2939 * 3159 *
2940 * See include/define.h for detailed description of the meaning of 3160 * See include/define.h for detailed description of the meaning of
2941 * these return values. 3161 * these return values.
2942 */ 3162 */
3163int
2943int can_apply_object(object *who, object *op) 3164can_apply_object (object *who, object *op)
2944{ 3165{
2945 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)))
2946 || INVOKE_OBJECT (CAN_APPLY, who, ARG_OBJECT (op)))
2947 return RESULT_INT (0); 3167 return RESULT_INT (0);
2948 3168
2949 int i, retval=0; 3169 int i, retval = 0;
2950 object *tmp=NULL, *ws=NULL; 3170 object *tmp = NULL, *ws = NULL;
2951 3171
2952 /* 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
2953 * 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
2954 * 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
2955 * in place and store that way. 3175 * in place and store that way.
2956 */ 3176 */
2957 if (op->type == WEAPON || op->type == SHIELD) { 3177 if (op->type == WEAPON || op->type == SHIELD)
3178 {
2958 for (tmp=who->inv; tmp && !ws; tmp=tmp->below) { 3179 for (tmp = who->inv; tmp && !ws; tmp = tmp->below)
3180 {
2959 if (QUERY_FLAG(tmp, FLAG_APPLIED) && tmp->type == op->type) { 3181 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == op->type)
3182 {
2960 retval = CAN_APPLY_UNAPPLY; 3183 retval = CAN_APPLY_UNAPPLY;
2961 ws = tmp; 3184 ws = tmp;
2962 } 3185 }
2963 } 3186 }
2964 } 3187 }
3188
3189
3190 for (i = 0; i < NUM_BODY_LOCATIONS; i++)
3191 {
3192 if (op->body_info[i])
2965 3193 {
2966
2967 for (i=0; i<NUM_BODY_LOCATIONS; i++) {
2968 if (op->body_info[i]) {
2969 /* Item uses more slots than we have */ 3194 /* Item uses more slots than we have */
2970 if (FABS(op->body_info[i]) > who->body_info[i]) { 3195 if (FABS (op->body_info[i]) > who->body_info[i])
3196 {
2971 /* Could return now for efficiently - rest of info below isn' 3197 /* Could return now for efficiently - rest of info below isn'
2972 * really needed. 3198 * really needed.
2973 */ 3199 */
2974 retval |= CAN_APPLY_NEVER; 3200 retval |= CAN_APPLY_NEVER;
3201 }
2975 } else if ((who->body_used[i] + op->body_info[i]) < 0) { 3202 else if ((who->body_used[i] + op->body_info[i]) < 0)
3203 {
2976 /* in this case, equipping this would use more free spots than 3204 /* in this case, equipping this would use more free spots than
2977 * we have. 3205 * we have.
2978 */ 3206 */
2979 object *tmp1; 3207 object *tmp1;
2980 3208
2981 3209
2982 /* 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
2983 * 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
2984 * 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
2985 * shield equipped and try to equip another shield, there is only 3213 * shield equipped and try to equip another shield, there is only
2986 * one choice. However, the check for the number of body locations 3214 * one choice. However, the check for the number of body locations
2987 * does take into the account cases where what is being applied 3215 * does take into the account cases where what is being applied
2988 * may be two handed for example. 3216 * may be two handed for example.
2989 */ 3217 */
2990 if (ws) { 3218 if (ws)
3219 {
2991 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 {
2992 retval |= CAN_APPLY_UNAPPLY; 3222 retval |= CAN_APPLY_UNAPPLY;
2993 continue; 3223 continue;
2994 } 3224 }
2995 } 3225 }
2996 3226
2997 tmp1 = get_item_from_body_location(who->inv, i); 3227 tmp1 = get_item_from_body_location (who->inv, i);
2998 if (!tmp1) { 3228 if (!tmp1)
3229 {
2999#if 0 3230#if 0
3000 /* 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
3001 * join in with more stuff equipped than they are now allowed. 3232 * join in with more stuff equipped than they are now allowed.
3002 */ 3233 */
3003 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);
3004 i, who->name);
3005#endif 3235#endif
3006 retval |= CAN_APPLY_NEVER; 3236 retval |= CAN_APPLY_NEVER;
3237 }
3007 } else { 3238 else
3239 {
3008 /* need to unapply something. However, if this something 3240 /* need to unapply something. However, if this something
3009 * is different than we had found before, it means they need 3241 * is different than we had found before, it means they need
3010 * to apply multiple objects 3242 * to apply multiple objects
3011 */ 3243 */
3012 retval |= CAN_APPLY_UNAPPLY; 3244 retval |= CAN_APPLY_UNAPPLY;
3245 if (!tmp)
3013 if (!tmp) tmp = tmp1; 3246 tmp = tmp1;
3014 else if (tmp != tmp1) { 3247 else if (tmp != tmp1)
3248 {
3015 retval |= CAN_APPLY_UNAPPLY_MULT; 3249 retval |= CAN_APPLY_UNAPPLY_MULT;
3016 } 3250 }
3017 /* 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
3018 * 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
3019 * the slots, the player then has a choice. 3253 * the slots, the player then has a choice.
3020 */ 3254 */
3021 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]))
3022 (FABS(op->body_info[i]) < who->body_info[i]))
3023 retval |= CAN_APPLY_UNAPPLY_CHOICE; 3256 retval |= CAN_APPLY_UNAPPLY_CHOICE;
3024 3257
3025 /* Does unequippint 'tmp1' free up enough slots for this to be 3258 /* Does unequippint 'tmp1' free up enough slots for this to be
3026 * equipped? If not, there must be something else to unapply. 3259 * equipped? If not, there must be something else to unapply.
3027 */ 3260 */
3028 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)
3029 retval |= CAN_APPLY_UNAPPLY_MULT; 3262 retval |= CAN_APPLY_UNAPPLY_MULT;
3030 3263
3031 } 3264 }
3032 } /* if not enough free slots */ 3265 } /* if not enough free slots */
3033 } /* if this object uses location i */ 3266 } /* if this object uses location i */
3034 } /* for i -> num_body_locations loop */ 3267 } /* for i -> num_body_locations loop */
3035 3268
3036 /* 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
3037 * really be controlled by use of body locations. We do have 3270 * really be controlled by use of body locations. We do have
3038 * the weapon/shield checks, and the range checks for monsters, 3271 * the weapon/shield checks, and the range checks for monsters,
3039 * 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,
3040 * 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
3041 * all use the same location. 3274 * all use the same location.
3042 */ 3275 */
3043 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))
3044 retval |= CAN_APPLY_RESTRICTION; 3285 retval |= CAN_APPLY_RESTRICTION;
3045 if (op->type == SHIELD && !QUERY_FLAG(who,FLAG_USE_SHIELD)) 3286 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW))
3046 retval |= CAN_APPLY_RESTRICTION; 3287 retval |= CAN_APPLY_RESTRICTION;
3047
3048
3049 if (who->type != PLAYER) {
3050 if ((op->type == WAND || op->type == HORN || op->type==ROD)
3051 && !QUERY_FLAG(who, FLAG_USE_RANGE))
3052 retval |= CAN_APPLY_RESTRICTION;
3053 if (op->type == BOW && !QUERY_FLAG(who, FLAG_USE_BOW))
3054 retval |= CAN_APPLY_RESTRICTION;
3055 if (op->type == RING && !QUERY_FLAG(who, FLAG_USE_RING)) 3288 if (op->type == RING && !QUERY_FLAG (who, FLAG_USE_RING))
3056 retval |= CAN_APPLY_RESTRICTION; 3289 retval |= CAN_APPLY_RESTRICTION;
3057 if (op->type == BOW && !QUERY_FLAG(who, FLAG_USE_BOW)) 3290 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW))
3058 retval |= CAN_APPLY_RESTRICTION; 3291 retval |= CAN_APPLY_RESTRICTION;
3059 } 3292 }
3060 return retval; 3293 return retval;
3061} 3294}
3062 3295
3063 3296
3064 3297
3065/** 3298/**
3066 * 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.
3067 * 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,
3068 * 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
3082 * 3315 *
3083 * Usage example: apply_special (who, op, AP_UNAPPLY | AP_IGNORE_CURSE) 3316 * Usage example: apply_special (who, op, AP_UNAPPLY | AP_IGNORE_CURSE)
3084 * 3317 *
3085 * apply_special() doesn't check for unpaid items. 3318 * apply_special() doesn't check for unpaid items.
3086 */ 3319 */
3320int
3087int apply_special (object *who, object *op, int aflags) 3321apply_special (object *who, object *op, int aflags)
3088{ 3322{
3089 int basic_flag = aflags & AP_BASIC_FLAGS; 3323 int basic_flag = aflags & AP_BASIC_FLAGS;
3090 object *tmp, *tmp2, *skop=NULL; 3324 object *tmp, *tmp2, *skop = NULL;
3091 int i; 3325 int i;
3092 3326
3093 if(who==NULL) { 3327 if (who == NULL)
3328 {
3094 LOG(llevError,"apply_special() from object without environment.\n"); 3329 LOG (llevError, "apply_special() from object without environment.\n");
3095 return 1; 3330 return 1;
3096 } 3331 }
3097 3332
3098 if(op->env!=who) 3333 if (op->env != who)
3099 return 1; /* op is not in inventory */ 3334 return 1; /* op is not in inventory */
3100 3335
3101 /* trying to unequip op */ 3336 /* trying to unequip op */
3102 if (QUERY_FLAG(op,FLAG_APPLIED)) { 3337 if (QUERY_FLAG (op, FLAG_APPLIED))
3338 {
3103 /* always apply, so no reason to unapply */ 3339 /* always apply, so no reason to unapply */
3104 if (basic_flag == AP_APPLY) return 0; 3340 if (basic_flag == AP_APPLY)
3341 return 0;
3105 3342
3106 if ( ! (aflags & AP_IGNORE_CURSE)
3107 && (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)))
3108 new_draw_info_format(NDI_UNIQUE, 0, who, 3344 {
3109 "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));
3110 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))
3111 return 1; 3373 return 1;
3112 } 3374 }
3113 return unapply_special(who, op, aflags); 3375 else
3114 }
3115
3116 if (basic_flag == AP_UNAPPLY) return 0;
3117
3118 i = can_apply_object(who, op);
3119
3120 /* Can't just apply this object. Lets see what not and what to do */
3121 if (i) {
3122 if (i & CAN_APPLY_NEVER) {
3123 new_draw_info_format(NDI_UNIQUE, 0, who, "You don't have the body to use a %s\n", query_name(op));
3124 return 1;
3125 } else if (i & CAN_APPLY_RESTRICTION) {
3126 new_draw_info_format(NDI_UNIQUE, 0, who, "You have a prohibition against using a %s\n", query_name(op));
3127 return 1;
3128 } 3376 {
3129 if (who->type != PLAYER) {
3130 /* Some error, so don't try to equip something more */
3131 if (unapply_for_ob(who, op, aflags)) return 1;
3132 } else {
3133 if (who->contr->unapply == unapply_never ||
3134 (i & CAN_APPLY_UNAPPLY_CHOICE && who->contr->unapply == unapply_nochoice)) { 3377 if (who->contr->unapply == unapply_never || (i & CAN_APPLY_UNAPPLY_CHOICE && who->contr->unapply == unapply_nochoice))
3378 {
3135 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):");
3136 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)
3137 return 1; 3387 return 1;
3138 } 3388 }
3139 else if (who->contr->unapply == unapply_always || !(i & CAN_APPLY_UNAPPLY_CHOICE)) {
3140 i = unapply_for_ob(who, op, aflags);
3141 if (i) return 1;
3142 } 3389 }
3143 }
3144 } 3390 }
3145 if (op->skill && op->type != SKILL && op->type != SKILL_TOOL) { 3391 if (op->skill && op->type != SKILL && op->type != SKILL_TOOL)
3392 {
3146 skop=find_skill_by_name(who, op->skill); 3393 skop = find_skill_by_name (who, op->skill);
3147 if (!skop) { 3394 if (!skop)
3395 {
3148 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);
3149 return 1; 3438 return 1;
3150 } else {
3151 /* While experience will be credited properly, we want to change the
3152 * skill so that the dam and wc get updated
3153 */
3154 change_skill(who, skop, 0);
3155 }
3156 }
3157
3158 if (who->type == PLAYER && op->item_power &&
3159 (op->item_power + who->contr->item_power) > (settings.item_power_factor * who->level)) {
3160 new_draw_info(NDI_UNIQUE, 0, who, "Equipping that combined with other items would consume your soul!");
3161 return 1;
3162 }
3163
3164
3165 /* Ok. We are now at the state where we can apply the new object.
3166 * Note that we don't have the checks for can_use_...
3167 * below - that is already taken care of by can_apply_object.
3168 */
3169
3170
3171 if(op->nrof > 1)
3172 tmp = get_split_ob(op,op->nrof - 1);
3173 else
3174 tmp = NULL;
3175
3176 if (INVOKE_OBJECT (BE_READY, op, ARG_OBJECT (who))
3177 || INVOKE_OBJECT (READY, who, ARG_OBJECT (op)))
3178 return RESULT_INT (0);
3179
3180 switch(op->type) {
3181 case WEAPON:
3182 if (!check_weapon_power(who, op->last_eat)) {
3183 new_draw_info(NDI_UNIQUE, 0,who,
3184 "That weapon is too powerful for you to use.");
3185 new_draw_info(NDI_UNIQUE, 0, who, "It would consume your soul!.");
3186 if(tmp!=NULL)
3187 (void) insert_ob_in_ob(tmp,who);
3188 return 1;
3189 } 3439 }
3190 if( op->level && (strncmp(op->name,who->name,strlen(who->name)))) { 3440 if (op->level && (strncmp (op->name, who->name, strlen (who->name))))
3441 {
3191 /* 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. */
3192 /* (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) */
3193 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.");
3194 if(tmp!=NULL) 3445 if (tmp != NULL)
3195 (void) insert_ob_in_ob(tmp,who); 3446 (void) insert_ob_in_ob (tmp, who);
3196 return 1; 3447 return 1;
3197 } 3448 }
3198 SET_FLAG(op, FLAG_APPLIED); 3449 SET_FLAG (op, FLAG_APPLIED);
3199 3450
3451 if (skop)
3200 if (skop) change_skill(who, skop, 1); 3452 change_skill (who, skop, 1);
3201 if(!QUERY_FLAG(who,FLAG_READY_WEAPON)) 3453 if (!QUERY_FLAG (who, FLAG_READY_WEAPON))
3202 SET_FLAG(who, FLAG_READY_WEAPON); 3454 SET_FLAG (who, FLAG_READY_WEAPON);
3203 3455
3204 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));
3205 3457
3206 (void) change_abil (who,op); 3458 (void) change_abil (who, op);
3207 break; 3459 break;
3208 3460
3209 case ARMOUR: 3461 case ARMOUR:
3210 case HELMET: 3462 case HELMET:
3211 case SHIELD: 3463 case SHIELD:
3212 case BOOTS: 3464 case BOOTS:
3213 case GLOVES: 3465 case GLOVES:
3214 case GIRDLE: 3466 case GIRDLE:
3215 case BRACERS: 3467 case BRACERS:
3216 case CLOAK: 3468 case CLOAK:
3217 case RING: 3469 case RING:
3218 case AMULET: 3470 case AMULET:
3219 SET_FLAG(op, FLAG_APPLIED); 3471 SET_FLAG (op, FLAG_APPLIED);
3220 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));
3221 (void) change_abil (who,op); 3473 (void) change_abil (who, op);
3222 break; 3474 break;
3223 case LAMP: 3475 case LAMP:
3224 if (op->stats.food < 1) { 3476 if (op->stats.food < 1)
3477 {
3225 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);
3226 " fuel!", &op->name);
3227 return 1; 3479 return 1;
3228 } 3480 }
3229 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);
3230 &op->name);
3231 tmp2 = arch_to_object(op->other_arch); 3482 tmp2 = arch_to_object (op->other_arch);
3232 tmp2->stats.food = op->stats.food; 3483 tmp2->stats.food = op->stats.food;
3233 SET_FLAG(tmp2, FLAG_APPLIED); 3484 SET_FLAG (tmp2, FLAG_APPLIED);
3234 if (QUERY_FLAG(op, FLAG_INV_LOCKED)) 3485 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
3235 SET_FLAG(tmp2, FLAG_INV_LOCKED); 3486 SET_FLAG (tmp2, FLAG_INV_LOCKED);
3236 insert_ob_in_ob(tmp2, who); 3487 insert_ob_in_ob (tmp2, who);
3237 3488
3238 /* 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);
3239 if (who->type == PLAYER) 3499 if (who->type == PLAYER)
3240 esrv_del_item(who->contr, (tag_t)op->count);
3241 remove_ob(op);
3242 free_object(op);
3243
3244 /* insert the portion that was split off */
3245 if(tmp!=NULL) {
3246 (void) insert_ob_in_ob(tmp,who);
3247 if(who->type==PLAYER)
3248 esrv_send_item(who, tmp); 3500 esrv_send_item (who, tmp);
3249 } 3501 }
3250 fix_player(who); 3502 fix_player (who);
3251 if (QUERY_FLAG(op, FLAG_CURSED) || QUERY_FLAG(op, FLAG_DAMNED)) { 3503 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
3504 {
3252 if (who->type == PLAYER) { 3505 if (who->type == PLAYER)
3506 {
3253 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!");
3254 SET_FLAG(tmp2, FLAG_KNOWN_CURSED); 3508 SET_FLAG (tmp2, FLAG_KNOWN_CURSED);
3255 } 3509 }
3256 } 3510 }
3257 if(who->type==PLAYER) 3511 if (who->type == PLAYER)
3258 esrv_send_item(who, tmp2); 3512 esrv_send_item (who, tmp2);
3259 return 0; 3513 return 0;
3260 break; 3514 break;
3261 3515
3262 /* this part is needed for skill-tools */ 3516 /* this part is needed for skill-tools */
3263 case SKILL: 3517 case SKILL:
3264 case SKILL_TOOL: 3518 case SKILL_TOOL:
3265 if (who->chosen_skill) { 3519 if (who->chosen_skill)
3520 {
3266 LOG (llevError, "BUG: apply_special(): can't apply two skills\n"); 3521 LOG (llevError, "BUG: apply_special(): can't apply two skills\n");
3267 return 1; 3522 return 1;
3268 } 3523 }
3269 if (who->type == PLAYER) { 3524 if (who->type == PLAYER)
3525 {
3270 who->contr->shoottype = range_skill; 3526 who->contr->shoottype = range_skill;
3271 who->contr->ranges[range_skill] = op; 3527 who->contr->ranges[range_skill] = op;
3272 if ( ! op->invisible) { 3528 if (!op->invisible)
3273 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.",
3274 query_name (op));
3275 new_draw_info_format (NDI_UNIQUE, 0, who,
3276 "You can now use the skill: %s.",
3277 &op->skill);
3278 } else {
3279 new_draw_info_format (NDI_UNIQUE, 0, who, "Readied skill: %s.",
3280 op->skill ? &op->skill : &op->name);
3281 } 3529 {
3282 }
3283 SET_FLAG (op, FLAG_APPLIED);
3284 (void) change_abil (who, op);
3285 who->chosen_skill = op;
3286 SET_FLAG (who, FLAG_READY_SKILL);
3287 break;
3288
3289 case BOW:
3290 if (!check_weapon_power(who, op->last_eat)) {
3291 new_draw_info(NDI_UNIQUE, 0, who,
3292 "That item is too powerful for you to use.");
3293 new_draw_info(NDI_UNIQUE, 0, who, "It would consume your soul!.");
3294 if(tmp != NULL)
3295 (void)insert_ob_in_ob(tmp,who);
3296 return 1;
3297 }
3298 if( op->level && (strncmp(op->name,who->name,strlen(who->name)))) {
3299 new_draw_info(NDI_UNIQUE, 0, who,
3300 "The weapon does not recognize you as its owner.");
3301 if(tmp != NULL)
3302 (void)insert_ob_in_ob(tmp,who);
3303 return 1;
3304 }
3305 /*FALLTHROUGH*/
3306 case WAND:
3307 case ROD:
3308 case HORN:
3309 /* check for skill, alter player status */
3310 SET_FLAG(op, FLAG_APPLIED);
3311 if (skop) change_skill(who, skop, 0);
3312 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.", query_name(op)); 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;
3313 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
3314 if(who->type==PLAYER) { 3569 if (who->type == PLAYER)
3570 {
3315 if (op->type == BOW) { 3571 if (op->type == BOW)
3572 {
3316 (void)change_abil(who, op); 3573 (void) change_abil (who, op);
3317 new_draw_info_format (NDI_UNIQUE, 0, who, 3574 new_draw_info_format (NDI_UNIQUE, 0, who,
3318 "You will now fire %s with %s.",
3319 op->race ? &op->race : "nothing", query_name(op)); 3575 "You will now fire %s with %s.", op->race ? &op->race : "nothing", query_name (op));
3320 who->contr->shoottype = range_bow; 3576 who->contr->shoottype = range_bow;
3577 }
3321 } else { 3578 else
3579 {
3322 who->contr->shoottype = range_misc; 3580 who->contr->shoottype = range_misc;
3323 } 3581 }
3582 }
3324 } else { 3583 else
3584 {
3325 if (op->type == BOW) 3585 if (op->type == BOW)
3326 SET_FLAG (who, FLAG_READY_BOW); 3586 SET_FLAG (who, FLAG_READY_BOW);
3327 else 3587 else
3328 SET_FLAG (who, FLAG_READY_RANGE); 3588 SET_FLAG (who, FLAG_READY_RANGE);
3329 } 3589 }
3330 break; 3590 break;
3331 3591
3332 case BUILDER: 3592 case BUILDER:
3333 if ( who->contr->ranges[ range_builder ] ) 3593 if (who->contr->ranges[range_builder])
3334 unapply_special( who, who->contr->ranges[ range_builder ], 0 ); 3594 unapply_special (who, who->contr->ranges[range_builder], 0);
3335 who->contr->shoottype = range_builder; 3595 who->contr->shoottype = range_builder;
3336 who->contr->ranges[ range_builder ] = op; 3596 who->contr->ranges[range_builder] = op;
3337 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));
3338 break; 3598 break;
3339 3599
3340 default: 3600 default:
3341 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));
3342 } /* end of switch op->type */ 3602 } /* end of switch op->type */
3343 3603
3344 SET_FLAG(op, FLAG_APPLIED); 3604 SET_FLAG (op, FLAG_APPLIED);
3345 3605
3346 if(tmp!=NULL) 3606 if (tmp != NULL)
3347 tmp = insert_ob_in_ob(tmp,who); 3607 tmp = insert_ob_in_ob (tmp, who);
3348 3608
3349 fix_player(who); 3609 fix_player (who);
3350 3610
3351 /* We exclude spell casting objects. The fire code will set the 3611 /* We exclude spell casting objects. The fire code will set the
3352 * been applied flag when they are used - until that point, 3612 * been applied flag when they are used - until that point,
3353 * you don't know anything about them. 3613 * you don't know anything about them.
3354 */ 3614 */
3355 if (who->type == PLAYER && op->type!=WAND && op->type!=HORN && 3615 if (who->type == PLAYER && op->type != WAND && op->type != HORN && op->type != ROD)
3356 op->type!=ROD)
3357 SET_FLAG(op,FLAG_BEEN_APPLIED); 3616 SET_FLAG (op, FLAG_BEEN_APPLIED);
3358 3617
3359 if (QUERY_FLAG(op, FLAG_CURSED) || QUERY_FLAG(op, FLAG_DAMNED)) { 3618 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
3619 {
3360 if (who->type == PLAYER) { 3620 if (who->type == PLAYER)
3621 {
3361 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!");
3362 SET_FLAG(op,FLAG_KNOWN_CURSED); 3623 SET_FLAG (op, FLAG_KNOWN_CURSED);
3363 } 3624 }
3364 } 3625 }
3365 if(who->type==PLAYER) { 3626 if (who->type == PLAYER)
3627 {
3366 /* if multiple objects were applied, update both slots */ 3628 /* if multiple objects were applied, update both slots */
3367 if (tmp) 3629 if (tmp)
3368 esrv_send_item(who, tmp); 3630 esrv_send_item (who, tmp);
3369 esrv_send_item(who, op); 3631 esrv_send_item (who, op);
3370 } 3632 }
3371 return 0; 3633 return 0;
3372} 3634}
3373 3635
3374 3636
3637int
3375int monster_apply_special (object *who, object *op, int aflags) 3638monster_apply_special (object *who, object *op, int aflags)
3376{ 3639{
3377 if (QUERY_FLAG (op, FLAG_UNPAID) && ! QUERY_FLAG (op, FLAG_APPLIED)) 3640 if (QUERY_FLAG (op, FLAG_UNPAID) && !QUERY_FLAG (op, FLAG_APPLIED))
3378 return 1; 3641 return 1;
3379 return apply_special (who, op, aflags); 3642 return apply_special (who, op, aflags);
3380} 3643}
3381 3644
3382/** 3645/**
3383 * Map was just loaded, handle op's initialisation. 3646 * Map was just loaded, handle op's initialisation.
3384 * 3647 *
3385 * Generates shop floor's item, and treasures. 3648 * Generates shop floor's item, and treasures.
3386 */ 3649 */
3650int
3387int auto_apply (object *op) { 3651auto_apply (object *op)
3652{
3388 object *tmp = NULL, *tmp2; 3653 object *tmp = NULL, *tmp2;
3389 int i; 3654 int i;
3390 3655
3391 switch(op->type) { 3656 switch (op->type)
3657 {
3392 case SHOP_FLOOR: 3658 case SHOP_FLOOR:
3393 if (!HAS_RANDOM_ITEMS(op)) return 0; 3659 if (!op->has_random_items ())
3660 return 0;
3661
3662 do
3394 do { 3663 {
3395 i=10; /* let's give it 10 tries */ 3664 i = 10; /* let's give it 10 tries */
3396 while((tmp=generate_treasure(op->randomitems, 3665 while ((tmp = generate_treasure (op->randomitems,
3397 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);
3398 if(tmp==NULL) 3667 if (tmp == NULL)
3399 return 0;
3400 if(QUERY_FLAG(tmp, FLAG_CURSED) || QUERY_FLAG(tmp, FLAG_DAMNED)) {
3401 free_object(tmp);
3402 tmp = NULL;
3403 }
3404 } while(!tmp);
3405 tmp->x=op->x;
3406 tmp->y=op->y;
3407 SET_FLAG(tmp,FLAG_UNPAID);
3408 insert_ob_in_map(tmp,op->map,NULL,0);
3409 CLEAR_FLAG(op,FLAG_AUTO_APPLY);
3410 identify(tmp);
3411 break;
3412
3413 case TREASURE:
3414 if (QUERY_FLAG(op,FLAG_IS_A_TEMPLATE))
3415 return 0; 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
3416 while ((op->stats.hp--)>0) 3689 while ((op->stats.hp--) > 0)
3417 create_treasure(op->randomitems, op, op->map?GT_ENVIRONMENT:0, 3690 create_treasure (op->randomitems, op, op->map ? GT_ENVIRONMENT : 0,
3418 op->stats.exp ? (int)op->stats.exp :
3419 op->map == NULL ? 14: op->map->difficulty,0); 3691 op->stats.exp ? (int) op->stats.exp : op->map == NULL ? 14 : op->map->difficulty, 0);
3420 3692
3421 /* 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,
3422 * 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
3423 * to disappear. An example of this item is the random_* stuff 3695 * to disappear. An example of this item is the random_* stuff
3424 * that is put inside other objects. 3696 * that is put inside other objects.
3425 */ 3697 */
3426 for (tmp=op->inv; tmp; tmp=tmp2) { 3698 for (tmp = op->inv; tmp; tmp = tmp2)
3699 {
3427 tmp2 = tmp->below; 3700 tmp2 = tmp->below;
3428 remove_ob(tmp); 3701 tmp->remove ();
3702
3703 if (op->env)
3429 if (op->env) insert_ob_in_ob(tmp, op->env); 3704 insert_ob_in_ob (tmp, op->env);
3430 else free_object(tmp); 3705 else
3706 tmp->destroy ();
3431 } 3707 }
3432 remove_ob(op); 3708
3433 free_object(op); 3709 op->destroy ();
3434 break; 3710 break;
3435 } 3711 }
3436 return tmp ? 1 : 0; 3712 return tmp ? 1 : 0;
3437} 3713}
3438 3714
3439/** 3715/**
3440 * 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
3441 * when an original map is loaded) and performs special actions for 3717 * when an original map is loaded) and performs special actions for
3442 * certain objects (most initialization of chests and creation of 3718 * certain objects (most initialization of chests and creation of
3443 * treasures and stuff). Calls auto_apply if appropriate. 3719 * treasures and stuff). Calls auto_apply if appropriate.
3444 */ 3720 */
3445void 3721void
3446fix_auto_apply (mapstruct * m) 3722fix_auto_apply (maptile *m)
3447{ 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) 3727 if (m == NULL)
3465 { 3741 {
3466 invnext = invtmp->below; 3742 invnext = invtmp->below;
3467 3743
3468 if (QUERY_FLAG (invtmp, FLAG_AUTO_APPLY)) 3744 if (QUERY_FLAG (invtmp, FLAG_AUTO_APPLY))
3469 auto_apply (invtmp); 3745 auto_apply (invtmp);
3470 else if (invtmp->type == TREASURE && HAS_RANDOM_ITEMS (invtmp)) 3746 else if (invtmp->type == TREASURE && invtmp->has_random_items ())
3471 { 3747 {
3472 while ((invtmp->stats.hp--) > 0) 3748 while ((invtmp->stats.hp--) > 0)
3473 create_treasure (invtmp->randomitems, invtmp, 0, m->difficulty, 0); 3749 create_treasure (invtmp->randomitems, invtmp, 0, m->difficulty, 0);
3474 3750
3475 invtmp->randomitems = NULL; 3751 invtmp->randomitems = NULL;
3476 } 3752 }
3477 else if (invtmp && invtmp->arch 3753 else if (invtmp && invtmp->arch
3478 && invtmp->type != TREASURE 3754 && invtmp->type != TREASURE && invtmp->type != SPELL && invtmp->type != CLASS && invtmp->has_random_items ())
3479 && invtmp->type != SPELL
3480 && invtmp->type != CLASS
3481 && HAS_RANDOM_ITEMS (invtmp))
3482 { 3755 {
3483 create_treasure (invtmp->randomitems, invtmp, 0, 3756 create_treasure (invtmp->randomitems, invtmp, 0, m->difficulty, 0);
3484 m->difficulty, 0);
3485 /* Need to clear this so that we never try to create 3757 /* Need to clear this so that we never try to create
3486 * treasure again for this object 3758 * treasure again for this object
3487 */ 3759 */
3488 invtmp->randomitems = NULL; 3760 invtmp->randomitems = NULL;
3489 } 3761 }
3497 * And if it's a spellbook, it's better to set randomitems to NULL too, 3769 * And if it's a spellbook, it's better to set randomitems to NULL too,
3498 * else you get two spells in the book ^_- 3770 * else you get two spells in the book ^_-
3499 * Ryo 2004-08-16 3771 * Ryo 2004-08-16
3500 */ 3772 */
3501 if (tmp->type == WAND || tmp->type == ROD || tmp->type == SCROLL 3773 if (tmp->type == WAND || tmp->type == ROD || tmp->type == SCROLL
3502 || tmp->type == HORN || tmp->type == FIREWALL 3774 || tmp->type == HORN || tmp->type == FIREWALL || tmp->type == POTION || tmp->type == ALTAR || tmp->type == SPELLBOOK)
3503 || tmp->type == POTION || tmp->type == ALTAR
3504 || tmp->type == SPELLBOOK)
3505 tmp->randomitems = NULL; 3775 tmp->randomitems = NULL;
3506 3776
3507 } 3777 }
3508 3778
3509 if (QUERY_FLAG (tmp, FLAG_AUTO_APPLY)) 3779 if (QUERY_FLAG (tmp, FLAG_AUTO_APPLY))
3510 auto_apply (tmp); 3780 auto_apply (tmp);
3511 else if ((tmp->type == TREASURE || (tmp->type == CONTAINER)) 3781 else if ((tmp->type == TREASURE || (tmp->type == CONTAINER)) && tmp->has_random_items ())
3512 && HAS_RANDOM_ITEMS (tmp))
3513 { 3782 {
3514 while ((tmp->stats.hp--) > 0) 3783 while ((tmp->stats.hp--) > 0)
3515 create_treasure (tmp->randomitems, tmp, 0, m->difficulty, 0); 3784 create_treasure (tmp->randomitems, tmp, 0, m->difficulty, 0);
3516 tmp->randomitems = NULL; 3785 tmp->randomitems = NULL;
3517 } 3786 }
3518 else if (tmp->type == TIMED_GATE) 3787 else if (tmp->type == TIMED_GATE)
3519 { 3788 {
3520 object *head = tmp->head != NULL ? tmp->head : tmp; 3789 object *head = tmp->head != NULL ? tmp->head : tmp;
3790
3521 if (QUERY_FLAG (head, FLAG_IS_LINKED)) 3791 if (QUERY_FLAG (head, FLAG_IS_LINKED))
3522 { 3792 {
3523 tmp->speed = 0; 3793 tmp->speed = 0;
3524 update_ob_speed (tmp); 3794 update_ob_speed (tmp);
3525 } 3795 }
3531 * This is a problem for the above objects, because they have counters 3801 * This is a problem for the above objects, because they have counters
3532 * which say how many times to make the treasure. 3802 * which say how many times to make the treasure.
3533 */ 3803 */
3534 else if (tmp && tmp->arch && tmp->type != PLAYER 3804 else if (tmp && tmp->arch && tmp->type != PLAYER
3535 && tmp->type != TREASURE && tmp->type != SPELL 3805 && tmp->type != TREASURE && tmp->type != SPELL
3536 && tmp->type != PLAYER_CHANGER && tmp->type != CLASS 3806 && tmp->type != PLAYER_CHANGER && tmp->type != CLASS && tmp->has_random_items ())
3537 && HAS_RANDOM_ITEMS (tmp))
3538 { 3807 {
3539 create_treasure (tmp->randomitems, tmp, GT_APPLY, 3808 create_treasure (tmp->randomitems, tmp, GT_APPLY, m->difficulty, 0);
3540 m->difficulty, 0);
3541 tmp->randomitems = NULL; 3809 tmp->randomitems = NULL;
3542 } 3810 }
3543 } 3811 }
3544 3812
3545 for (x = 0; x < MAP_WIDTH (m); x++) 3813 for (x = 0; x < MAP_WIDTH (m); x++)
3546 for (y = 0; y < MAP_HEIGHT (m); y++) 3814 for (y = 0; y < MAP_HEIGHT (m); y++)
3547 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)
3548 if (tmp->above &&
3549 (tmp->type == TRIGGER_BUTTON || tmp->type == TRIGGER_PEDESTAL)) 3816 if (tmp->above && (tmp->type == TRIGGER_BUTTON || tmp->type == TRIGGER_PEDESTAL))
3550 check_trigger (tmp, tmp->above); 3817 check_trigger (tmp, tmp->above);
3551} 3818}
3552 3819
3553/** 3820/**
3554 * Handles player eating food that temporarily changes status (resistances, stats). 3821 * Handles player eating food that temporarily changes status (resistances, stats).
3555 * This used to call cast_change_attr(), but 3822 * This used to call cast_change_attr(), but
3556 * 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
3557 * the food changes, just grab a force and use that instead. 3824 * the food changes, just grab a force and use that instead.
3558 */ 3825 */
3559 3826
3827void
3560void eat_special_food(object *who, object *food) { 3828eat_special_food (object *who, object *food)
3829{
3561 object *force; 3830 object *force;
3562 int i, did_one=0; 3831 int i, did_one = 0;
3563 sint8 k; 3832 sint8 k;
3564 3833
3565 force = get_archetype(FORCE_NAME); 3834 force = get_archetype (FORCE_NAME);
3566 3835
3567 for (i=0; i < NUM_STATS; i++) { 3836 for (i = 0; i < NUM_STATS; i++)
3837 {
3568 k = get_attr_value(&food->stats, i); 3838 k = get_attr_value (&food->stats, i);
3569 if (k) { 3839 if (k)
3840 {
3570 set_attr_value(&force->stats, i, k); 3841 set_attr_value (&force->stats, i, k);
3571 did_one = 1; 3842 did_one = 1;
3572 } 3843 }
3573 } 3844 }
3574 3845
3575 /* check if we can protect the eater */ 3846 /* check if we can protect the eater */
3576 for (i=0; i<NROFATTACKS; i++) { 3847 for (i = 0; i < NROFATTACKS; i++)
3848 {
3577 if (food->resist[i]>0) { 3849 if (food->resist[i] > 0)
3850 {
3578 force->resist[i] = food->resist[i] / 2; 3851 force->resist[i] = food->resist[i] / 2;
3579 did_one = 1; 3852 did_one = 1;
3580 } 3853 }
3581 } 3854 }
3582 if (did_one) { 3855 if (did_one)
3856 {
3583 force->speed = 0.1; 3857 force->speed = 0.1;
3584 update_ob_speed(force); 3858 update_ob_speed (force);
3585 /* bigger morsel of food = longer effect time */ 3859 /* bigger morsel of food = longer effect time */
3586 force->stats.food = food->stats.food / 5; 3860 force->stats.food = food->stats.food / 5;
3587 SET_FLAG(force, FLAG_IS_USED_UP); 3861 SET_FLAG (force, FLAG_IS_USED_UP);
3588 SET_FLAG(force, FLAG_APPLIED); 3862 SET_FLAG (force, FLAG_APPLIED);
3589 change_abil(who, force); 3863 change_abil (who, force);
3590 insert_ob_in_ob(force, who); 3864 insert_ob_in_ob (force, who);
3591 } else {
3592 free_object(force);
3593 } 3865 }
3866 else
3867 force->destroy ();
3594 3868
3595 /* check for hp, sp change */ 3869 /* check for hp, sp change */
3596 if(food->stats.hp!=0) { 3870 if (food->stats.hp != 0)
3871 {
3597 if(QUERY_FLAG(food, FLAG_CURSED)) { 3872 if (QUERY_FLAG (food, FLAG_CURSED))
3873 {
3598 strcpy(who->contr->killer,food->name); 3874 strcpy (who->contr->killer, food->name);
3599 hit_player(who, food->stats.hp, food, AT_POISON, 1); 3875 hit_player (who, food->stats.hp, food, AT_POISON, 1);
3876 new_draw_info (NDI_UNIQUE, 0, who, "Eck!...that was poisonous!");
3877 }
3878 else
3879 {
3880 if (food->stats.hp > 0)
3881 new_draw_info (NDI_UNIQUE, 0, who, "You begin to feel better.");
3882 else
3600 new_draw_info(NDI_UNIQUE, 0,who,"Eck!...that was poisonous!"); 3883 new_draw_info (NDI_UNIQUE, 0, who, "Eck!...that was poisonous!");
3601 } else {
3602 if(food->stats.hp>0)
3603 new_draw_info(NDI_UNIQUE, 0,who,"You begin to feel better.");
3604 else
3605 new_draw_info(NDI_UNIQUE, 0,who,"Eck!...that was poisonous!");
3606 who->stats.hp += food->stats.hp; 3884 who->stats.hp += food->stats.hp;
3607 } 3885 }
3608 } 3886 }
3609 if(food->stats.sp!=0) { 3887 if (food->stats.sp != 0)
3888 {
3610 if(QUERY_FLAG(food, FLAG_CURSED)) { 3889 if (QUERY_FLAG (food, FLAG_CURSED))
3890 {
3611 new_draw_info(NDI_UNIQUE, 0,who,"You are drained of mana!"); 3891 new_draw_info (NDI_UNIQUE, 0, who, "You are drained of mana!");
3612 who->stats.sp -= food->stats.sp; 3892 who->stats.sp -= food->stats.sp;
3613 if(who->stats.sp<0) who->stats.sp=0; 3893 if (who->stats.sp < 0)
3614 } else { 3894 who->stats.sp = 0;
3895 }
3896 else
3897 {
3615 new_draw_info(NDI_UNIQUE, 0,who,"You feel a rush of magical energy!"); 3898 new_draw_info (NDI_UNIQUE, 0, who, "You feel a rush of magical energy!");
3616 who->stats.sp += food->stats.sp; 3899 who->stats.sp += food->stats.sp;
3617 /* place limit on max sp from food? */ 3900 /* place limit on max sp from food? */
3618 } 3901 }
3619 } 3902 }
3620 fix_player(who); 3903 fix_player (who);
3621} 3904}
3622 3905
3623 3906
3624/** 3907/**
3625 * Designed primarily to light torches/lanterns/etc. 3908 * Designed primarily to light torches/lanterns/etc.
3626 * Also burns up burnable material too. First object in the inventory is 3909 * Also burns up burnable material too. First object in the inventory is
3627 * the selected object to "burn". -b.t. 3910 * the selected object to "burn". -b.t.
3628 */ 3911 */
3629 3912
3913void
3630void apply_lighter(object *who, object *lighter) { 3914apply_lighter (object *who, object *lighter)
3915{
3631 object *item; 3916 object *item;
3632 int is_player_env=0; 3917 int is_player_env = 0;
3633 uint32 nrof;
3634 tag_t count;
3635 char item_name[MAX_BUF]; 3918 char item_name[MAX_BUF];
3636 3919
3637 item=find_marked_object(who); 3920 item = find_marked_object (who);
3638 if(item) { 3921 if (item)
3922 {
3639 if(lighter->last_eat && lighter->stats.food) { /* lighter gets used up */ 3923 if (lighter->last_eat && lighter->stats.food)
3924 { /* lighter gets used up */
3640 /* Split multiple lighters if they're being used up. Otherwise * 3925 /* Split multiple lighters if they're being used up. Otherwise *
3641 * one charge from each would be used up. --DAMN */ 3926 * one charge from each would be used up. --DAMN */
3642 if(lighter->nrof > 1) { 3927 if (lighter->nrof > 1)
3928 {
3643 object *oneLighter = get_object(); 3929 object *oneLighter = lighter->clone ();
3644 copy_object(lighter, oneLighter); 3930
3645 lighter->nrof -= 1; 3931 lighter->nrof -= 1;
3646 oneLighter->nrof = 1; 3932 oneLighter->nrof = 1;
3647 oneLighter->stats.food--; 3933 oneLighter->stats.food--;
3648 esrv_send_item(who, lighter); 3934 esrv_send_item (who, lighter);
3649 oneLighter=insert_ob_in_ob(oneLighter, who); 3935 oneLighter = insert_ob_in_ob (oneLighter, who);
3650 esrv_send_item(who, oneLighter); 3936 esrv_send_item (who, oneLighter);
3937 }
3651 } else { 3938 else
3652 lighter->stats.food--; 3939 lighter->stats.food--;
3653 } 3940 }
3654 3941 else if (lighter->last_eat)
3655 } else if(lighter->last_eat) { /* no charges left in lighter */ 3942 { /* no charges left in lighter */
3656 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);
3657 "You attempt to light the %s with a used up %s.",
3658 &item->name, &lighter->name);
3659 return; 3944 return;
3660 } 3945 }
3661 /* 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?
3662 * 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
3663 * objects at once. 3948 * objects at once.
3664 */ 3949 */
3665 nrof=item->nrof;
3666 count=item->count;
3667 /* 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
3668 * 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
3669 * some sense. 3952 * some sense.
3670 */ 3953 */
3671 strcpy(item_name, item->name); 3954 strcpy (item_name, item->name);
3672 if (who == is_player_inv(item)) is_player_env=1; 3955 if (who == is_player_inv (item))
3956 is_player_env = 1;
3673 3957
3674 save_throw_object(item,AT_FIRE,who); 3958 save_throw_object (item, AT_FIRE, who);
3675 /* Change to check count and not freed, since the object pointer 3959 /* Change to check count and not freed, since the object pointer
3676 * may have gotten recycled 3960 * may have gotten recycled
3677 */ 3961 */
3678 if ((nrof != item->nrof ) || (count != item->count)) { 3962 if (item->destroyed ())
3679 new_draw_info_format(NDI_UNIQUE, 0,who, 3963 {
3680 "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);
3681 /* Need to update the player so that the players glow radius 3965 /* Need to update the player so that the players glow radius
3682 * gets changed. 3966 * gets changed.
3683 */ 3967 */
3684 if (is_player_env) fix_player(who); 3968 if (is_player_env)
3969 fix_player (who);
3970 }
3685 } else { 3971 else
3686 new_draw_info_format(NDI_UNIQUE, 0,who,
3687 "You attempt to light the %s with the %s and fail.", &item->name, &lighter->name); 3972 new_draw_info_format (NDI_UNIQUE, 0, who, "You attempt to light the %s with the %s and fail.", &item->name, &lighter->name);
3688 } 3973 }
3689 3974 else /* nothing to light */
3690 } else /* nothing to light */
3691 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.");
3692 3976
3693} 3977}
3694 3978
3695/** 3979/**
3696 * 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.
3697 * scroll_failure()- hacked directly from spell_failure 3981 * scroll_failure()- hacked directly from spell_failure
3698 */ 3982 */
3983void
3699void scroll_failure(object *op, int failure, int power) 3984scroll_failure (object *op, int failure, int power)
3700{ 3985{
3701 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 */
3702 3988
3703 if(failure<= -1&&failure > -15) {/* wonder */ 3989 if (failure <= -1 && failure > -15)
3990 { /* wonder */
3704 object *tmp; 3991 object *tmp;
3705 3992
3706 new_draw_info(NDI_UNIQUE, 0,op,"Your spell warps!."); 3993 new_draw_info (NDI_UNIQUE, 0, op, "Your spell warps!.");
3707 tmp=get_archetype(SPELL_WONDER); 3994 tmp = get_archetype (SPELL_WONDER);
3708 cast_wonder(op, op, 0, tmp); 3995 cast_wonder (op, op, 0, tmp);
3709 free_object(tmp); 3996 tmp->destroy ();
3997 }
3710 } else if (failure <= -15&&failure > -35) {/* drain mana */ 3998 else if (failure <= -15 && failure > -35)
3999 { /* drain mana */
3711 new_draw_info(NDI_UNIQUE, 0,op,"Your mana is drained!."); 4000 new_draw_info (NDI_UNIQUE, 0, op, "Your mana is drained!.");
3712 op->stats.sp -= random_roll(0, power-1, op, PREFER_LOW); 4001 op->stats.sp -= random_roll (0, power - 1, op, PREFER_LOW);
3713 if(op->stats.sp<0) op->stats.sp = 0; 4002 if (op->stats.sp < 0)
4003 op->stats.sp = 0;
4004 }
3714 } else if (settings.spell_failure_effects == TRUE) { 4005 else if (settings.spell_failure_effects == TRUE)
4006 {
3715 if (failure <= -35&&failure > -60) { /* confusion */ 4007 if (failure <= -35 && failure > -60)
4008 { /* confusion */
3716 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!");
3717 confuse_player(op,op,power); 4010 confuse_player (op, op, power);
4011 }
3718 } else if (failure <= -60&&failure> -70) {/* paralysis */ 4012 else if (failure <= -60 && failure > -70)
4013 { /* paralysis */
3719 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!");
3720 "you!");
3721 paralyze_player(op,op,power); 4015 paralyze_player (op, op, power);
4016 }
3722 } else if (failure <= -70&&failure> -80) {/* blind */ 4017 else if (failure <= -70 && failure > -80)
4018 { /* blind */
3723 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!");
3724 blind_player(op,op,power); 4020 blind_player (op, op, power);
3725 } else if (failure <= -80) {/* blast the immediate area */ 4021 }
4022 else if (failure <= -80)
4023 { /* blast the immediate area */
3726 object *tmp; 4024 object *tmp;
4025
3727 tmp=get_archetype(LOOSE_MANA); 4026 tmp = get_archetype (LOOSE_MANA);
3728 cast_magic_storm(op,tmp, power); 4027 cast_magic_storm (op, tmp, power);
3729 new_draw_info(NDI_UNIQUE, 0,op,"You unlease uncontrolled mana!"); 4028 new_draw_info (NDI_UNIQUE, 0, op, "You unlease uncontrolled mana!");
3730 free_object(tmp); 4029 tmp->destroy ();
3731 } 4030 }
3732 } 4031 }
3733} 4032}
3734 4033
4034void
3735void apply_changes_to_player(object *pl, object *change) { 4035apply_changes_to_player (object *pl, object *change)
4036{
3736 int excess_stat=0; /* if the stat goes over the maximum 4037 int excess_stat = 0; /* if the stat goes over the maximum
3737 for the race, put the excess stat some 4038 for the race, put the excess stat some
3738 where else. */ 4039 where else. */
3739 4040
3740 switch (change->type) { 4041 switch (change->type)
4042 {
3741 case CLASS: { 4043 case CLASS:
4044 {
3742 living *stats = &(pl->contr->orig_stats); 4045 living *stats = &(pl->contr->orig_stats);
3743 living *ns = &(change->stats); 4046 living *ns = &(change->stats);
3744 object *walk; 4047 object *walk;
3745 int flag_change_face=1; 4048 int flag_change_face = 1;
3746 4049
3747 /* the following code assigns stats up to the stat max 4050 /* the following code assigns stats up to the stat max
3748 * for the race, and if the stat max is exceeded, 4051 * for the race, and if the stat max is exceeded,
3749 * tries to randomly reassign the excess stat 4052 * tries to randomly reassign the excess stat
3750 */ 4053 */
3751 int i,j; 4054 int i, j;
4055
3752 for(i=0;i<NUM_STATS;i++) { 4056 for (i = 0; i < NUM_STATS; i++)
4057 {
3753 sint8 stat=get_attr_value(stats,i); 4058 sint8 stat = get_attr_value (stats, i);
3754 int race_bonus = get_attr_value(&(pl->arch->clone.stats),i); 4059 int race_bonus = get_attr_value (&(pl->arch->clone.stats), i);
4060
3755 stat += get_attr_value(ns,i); 4061 stat += get_attr_value (ns, i);
3756 if(stat > 20 + race_bonus) { 4062 if (stat > 20 + race_bonus)
4063 {
3757 excess_stat++; 4064 excess_stat++;
3758 stat = 20+race_bonus; 4065 stat = 20 + race_bonus;
3759 } 4066 }
3760 set_attr_value(stats,i,stat); 4067 set_attr_value (stats, i, stat);
3761 } 4068 }
3762 4069
3763 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 */
3764 int i = rndm(0, 6); 4072 int i = rndm (0, 6);
3765 int stat=get_attr_value(stats,i); 4073 int stat = get_attr_value (stats, i);
3766 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)
3767 if(i==CHA) continue; /* exclude cha from this */ 4077 continue; /* exclude cha from this */
3768 if( stat < 20 + race_bonus) { 4078 if (stat < 20 + race_bonus)
4079 {
3769 change_attr_value(stats,i,1); 4080 change_attr_value (stats, i, 1);
3770 excess_stat--; 4081 excess_stat--;
3771 } 4082 }
3772 } 4083 }
3773 4084
3774 /* insert the randomitems from the change's treasurelist into 4085 /* insert the randomitems from the change's treasurelist into
3775 * the player ref: player.c 4086 * the player ref: player.c
3776 */ 4087 */
3777 if(change->randomitems!=NULL) 4088 if (change->randomitems != NULL)
3778 give_initial_items(pl,change->randomitems); 4089 give_initial_items (pl, change->randomitems);
3779 4090
3780 4091
3781 /* set up the face, for some races. */ 4092 /* set up the face, for some races. */
3782 4093
3783 /* first, look for the force object banning 4094 /* first, look for the force object banning
3784 * changing the face. Certain races never change face with class. 4095 * changing the face. Certain races never change face with class.
3785 */ 4096 */
3786 for(walk=pl->inv;walk!=NULL;walk=walk->below) 4097 for (walk = pl->inv; walk != NULL; walk = walk->below)
3787 if (!strcmp(walk->name,"NOCLASSFACECHANGE")) flag_change_face=0; 4098 if (!strcmp (walk->name, "NOCLASSFACECHANGE"))
4099 flag_change_face = 0;
3788 4100
3789 if(flag_change_face) { 4101 if (flag_change_face)
4102 {
3790 pl->animation_id = GET_ANIM_ID(change); 4103 pl->animation_id = GET_ANIM_ID (change);
3791 pl->face = change->face; 4104 pl->face = change->face;
3792 4105
3793 if(QUERY_FLAG(change,FLAG_ANIMATE)) 4106 if (QUERY_FLAG (change, FLAG_ANIMATE))
3794 SET_FLAG(pl,FLAG_ANIMATE); 4107 SET_FLAG (pl, FLAG_ANIMATE);
3795 else 4108 else
3796 CLEAR_FLAG(pl,FLAG_ANIMATE); 4109 CLEAR_FLAG (pl, FLAG_ANIMATE);
3797 } 4110 }
3798 4111
3799 /* check the special case of can't use weapons */ 4112 /* check the special case of can't use weapons */
3800 /*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); */
3801 if(!strcmp(change->name,"monk")) CLEAR_FLAG(pl,FLAG_USE_WEAPON); 4114 if (!strcmp (change->name, "monk"))
4115 CLEAR_FLAG (pl, FLAG_USE_WEAPON);
3802 4116
3803 break; 4117 break;
3804 } 4118 }
3805 } 4119 }
3806} 4120}
3807 4121
3808/** 4122/**
3813 * 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.
3814 * The format is as follow: transformer:[number ]yield[;transformer:...]. 4128 * The format is as follow: transformer:[number ]yield[;transformer:...].
3815 * 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.
3816 * 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.
3817 */ 4131 */
4132void
3818void apply_item_transformer( object* pl, object* transformer ) 4133apply_item_transformer (object *pl, object *transformer)
3819 { 4134{
3820 object* marked; 4135 object *marked;
3821 object* new_item; 4136 object *new_item;
3822 char* find; 4137 char *find;
3823 char* separator; 4138 char *separator;
3824 int yield; 4139 int yield;
3825 char got[ MAX_BUF ]; 4140 char got[MAX_BUF];
3826 int len; 4141 int len;
3827 4142
3828 if ( !pl || !transformer ) 4143 if (!pl || !transformer)
3829 return; 4144 return;
3830 marked = find_marked_object( pl ); 4145 marked = find_marked_object (pl);
3831 if ( !marked ) 4146 if (!marked)
3832 { 4147 {
3833 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));
3834 return; 4149 return;
3835 } 4150 }
3836 if ( !marked->slaying ) 4151 if (!marked->slaying)
3837 { 4152 {
3838 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));
3839 return; 4154 return;
3840 } 4155 }
3841 /* check whether they are compatible or not */ 4156 /* check whether they are compatible or not */
3842 find = strstr( marked->slaying, transformer->arch->name ); 4157 find = strstr (marked->slaying, transformer->arch->name);
3843 if ( !find || ( *( find + strlen( transformer->arch->name ) ) != ':' ) ) 4158 if (!find || (*(find + strlen (transformer->arch->name)) != ':'))
3844 { 4159 {
3845 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));
3846 return; 4161 return;
3847 } 4162 }
3848 find += strlen( transformer->arch->name ) + 1; 4163 find += strlen (transformer->arch->name) + 1;
3849 /* 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 */
3850 if ( isdigit( *( find ) ) ) 4165 if (isdigit (*(find)))
3851 { 4166 {
3852 yield = atoi( find ); 4167 yield = atoi (find);
3853 if ( yield < 1 ) 4168 if (yield < 1)
3854 { 4169 {
3855 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);
3856 yield = 1; 4171 yield = 1;
3857 } 4172 }
3858 } 4173 }
3859 else 4174 else
3860 yield = 1; 4175 yield = 1;
3861 4176
3862 while ( isdigit( *find ) ) 4177 while (isdigit (*find))
3863 find++; 4178 find++;
3864 while ( *find == ' ' ) 4179 while (*find == ' ')
3865 find++; 4180 find++;
3866 memset( got, 0, MAX_BUF ); 4181 memset (got, 0, MAX_BUF);
3867 if ( (separator = strchr( find, ';' ))!=NULL) 4182 if ((separator = strchr (find, ';')) != NULL)
3868 { 4183 {
3869 len = separator - find; 4184 len = separator - find;
3870 } 4185 }
3871 else 4186 else
3872 { 4187 {
3873 len = strlen(find); 4188 len = strlen (find);
3874 } 4189 }
3875 if ( len > MAX_BUF-1) 4190 if (len > MAX_BUF - 1)
3876 len = MAX_BUF-1; 4191 len = MAX_BUF - 1;
3877 strcpy( got, find ); 4192 strcpy (got, find);
3878 got[len] = '\0'; 4193 got[len] = '\0';
3879 4194
3880 /* Now create new item, remove used ones when required. */ 4195 /* Now create new item, remove used ones when required. */
3881 new_item = get_archetype( got ); 4196 new_item = get_archetype (got);
3882 if ( !new_item ) 4197 if (!new_item)
3883 { 4198 {
3884 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));
3885 return; 4200 return;
3886 } 4201 }
4202
3887 new_item->nrof = yield; 4203 new_item->nrof = yield;
3888 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));
3889 insert_ob_in_ob( new_item, pl ); 4205 insert_ob_in_ob (new_item, pl);
3890 esrv_send_inventory( pl, pl ); 4206 esrv_send_inventory (pl, pl);
3891 /* Eat up one item */ 4207 /* Eat up one item */
3892 decrease_ob_nr( marked, 1 ); 4208 decrease_ob_nr (marked, 1);
3893 /* Eat one transformer if needed */ 4209 /* Eat one transformer if needed */
3894 if ( transformer->stats.food ) 4210 if (transformer->stats.food)
3895 if ( --transformer->stats.food == 0 ) 4211 if (--transformer->stats.food == 0)
3896 decrease_ob_nr( transformer, 1 ); 4212 decrease_ob_nr (transformer, 1);
3897 } 4213}

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